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#30072
Hypnosis
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    Design: it is okay. The texture scale you choose for some parts gives the rooms a weird dimension. Also, if you are going to have rooms that are large scale you need to make sure you have areas in the map that fit to a standard realistic scale to give it a foundation. This can be be done by having some rooms have different dimensions, or by adding func_detail beams or something.

    Optimization: this is the most critical section. I am impressed that you are working on an indoor environment instead of a open skybox map. If you are going to add a supply drop then make sure you have an enclosed skybox to the map.

    New mapper suggestions:

    – Never have an open box skybox surrounding your level, seriously. If you are going to add a skybox make sure it fits in to the level. This is very simple.

    – Make use of func_detail. Every brush that is not the walls, the ceiling, or the floor should be func_detail. A normal brush room generates a portal. Portals are what tells the engine you are in a room. Try to design your level so that you have corridors preventing visibility to portals if you can.

    – Make sure the texture faces are optimized. When you are making a brush you generally want to start off with the toolsnodraw texture and then only texture the face that will be seen in the level.

    http://www.optimization.interlopers.net/index.php?chapter=intro

    This site explains it in more detail. You must learn this. It is very simple.

    Final note: You need to spend more time. This is just a few walls with textures on them. You say that you are going to release this as it is? This is not good work.

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