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[SP] Somewhere in Aperture

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I like the ideas that you put into this map. The test elements are well executed and I felt like I finished this map the exact way you intended me to which is a good feeling. My suggestions to you are to use more props (for things like window frames/holes and angled panels being attached to arms) and also to frame things more properly (laser emitter/receiver props and doors). I know it's extra work to sink things like laser emitters and such into the wall but they look so mush better flush and with the full depth that the model offers. Also try to make all textures that aren't seen (outside of map) nodraw textures to better your performance. You have great ideas keep working with them.

HammerHead wrote:
I like the ideas that you put into this map. The test elements are well executed and I felt like I finished this map the exact way you intended me to which is a good feeling. My suggestions to you are to use more props (for things like window frames/holes and angled panels being attached to arms) and also to frame things more properly (laser emitter/receiver props and doors). I know it's extra work to sink things like laser emitters and such into the wall but they look so mush better flush and with the full depth that the model offers. Also try to make all textures that aren't seen (outside of map) nodraw textures to better your performance. You have great ideas keep working with them.

Textures like the back of the walls are automatically changed to nodraw by the compile. You can see this if you noclip out of a level: you won't see the walls/ceilings The same goes for faces between brushes (if they completely overlap) Though I agree that using nodraw for mapping is a good thing to do.

About sinking in laser catchers I agree! And the easiest way to do this is just to create an instance for it so as so as you'll need that laser catcher again you can just place the instance :thumbup:

Quote:
Textures like the back of the walls are automatically changed to nodraw by the compile

Wow I feel dumb that I didn't know this already. However I was referring to the fact that when I noclipped out of the map I noticed a box around the entire map (I assume there was a leak?) which left a lot of unseen surfaces to process on the outsides of the map inside that box. So I assume it would help in this case. Still nice work on the map.

HammerHead wrote:
Quote:
Textures like the back of the walls are automatically changed to nodraw by the compile

Wow I feel dumb that I didn't know this already. However I was referring to the fact that when I noclipped out of the map I noticed a box around the entire map (I assume there was a leak?) which left a lot of unseen surfaces to process on the outsides of the map inside that box. So I assume it would help in this case. Still nice work on the map.

It's also something I found out quite a lot later in my mapping career ;)
This is also one of the reasons why big boxes around levels cause lag. (The other one being that suddenly a lot more stuff is drawn then required.

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