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Jm_Danograd (Beta ~ 10%)
Posted: September 19th, 2005, 9:02 pm
by Dan2k3k4
Yarr! Ive only done 10% of my new jump map: jm_Danograd
Basically this is the "intro" for my new jump map

Its gonna be huge and pretty long
Im only revealing this beta for now and I will try to complete the map ASAP but probably wont be able to finish it till around January rofl
Anyways:
http://s29.yousendit.com/d.aspx?id=0S8U ... 5OACYPKCY8
It features 3 ways: Green lit up way is easy, Orange(supposed to be) lit up way is of medium difficulty, and Red lit up way is hard
Enjoy! and tell me what you guys want in the map... or what you want to change for that intro/beta part of the map
Thanks!
Posted: September 19th, 2005, 11:44 pm
by Luke
looking good Dan

the problem i see is the fire/smoke is causing pretty bad lag, and i couldnt do some of the jumps with 40fps lol, so maybe lose the smoke or something and it will be ok...sounds like its gonna be a big map if thats 10% of it

Posted: September 19th, 2005, 11:51 pm
by Dan2k3k4
hmm I like the smoke and fire tho

but I may make that jump out of the fire place easier... most of the hard jumps range from 220 to 244 I think...
Easy is from just over 200 to about 220 and Medium is inbetween

Ill check 2moro...
And ya its gonna be a HUGE jump map

Im gonna add "fun" jumps in... but I dont wanna reveal any secrets till I release it

Posted: September 20th, 2005, 12:41 am
by MuRpHy*
hehe nice, done more since i tested it a week or two ago

nice work though

the smoke is uber, dont remove it

Posted: September 20th, 2005, 7:51 am
by Neon
wow looking gr8

Posted: September 20th, 2005, 4:45 pm
by Drofder2004
Its looking good but tbh, you have a lot of problems. So, before carrying on, I would suggest reading the new sticky as your map is one of the 4 badly made maps this week.
http://pedsdesign.com/codforums/viewtopic.php?t=1629
Also, the more FX you use the worse the fps gets. I would suggest using slightly less FX (especially if your map is going to be big).
Posted: September 20th, 2005, 6:14 pm
by Dan2k3k4
Ya Ive not used any chaulk textures

but I will try and and fix that...
I dont think I will be using much FX since theres sooo many different ones to choose from

Took be a bit to find a good smoke/flame one... although one of the smoke FX I tried out was called gigantic, I think, it was funny since it filled the WHOLE map - or was it the other one

I forgot lol but it gave you 20fps everywhere

Posted: September 20th, 2005, 9:25 pm
by Koekie
Posted: September 20th, 2005, 9:48 pm
by Luke
lol

Posted: September 20th, 2005, 9:48 pm
by MuRpHy*
rofl

thats me there... and koekie OMG AT YOUR SIG

could it be any bigger

Posted: September 21st, 2005, 7:08 pm
by !Zaitsev!
my FPS go down to 36

nice map really big for 10 %
Posted: September 21st, 2005, 10:35 pm
by Luke
Dan2002300313 wrote:Ya Ive not used any chaulk textures

but I will try and and fix that...
I dont think I will be using much FX since theres sooo many different ones to choose from

Took be a bit to find a good smoke/flame one... although one of the smoke FX I tried out was called gigantic, I think, it was funny since it filled the WHOLE map - or was it the other one

I forgot lol but it gave you 20fps everywhere

eye candy is nice, but its a jump map at the end of the day....so less FX as drofder said should fix the fps problem, and of course use caulk, not that it seems to have much effect on fps, but its the correct way to go for a map to be well made.. as i'm learning

Posted: September 21st, 2005, 11:04 pm
by Neon
apart from reducing the file size(i think :S), what are the other advantages of chaulk?
Posted: September 21st, 2005, 11:53 pm
by MuRpHy*
easier to compile, lots of shit can get screwed up without it
Posted: September 21st, 2005, 11:56 pm
by Luke
caulking unseen faces means the game engine doesnt draw them, which means higher fps and better allround performance