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Fathom at October 30, 2012 at 10:28 PM
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.
Thanks for the response and great advice. There are some huge rooms that are not needed, I am having a problem at the moment finding a good area to put the zombie spawners as they are way to close to the zones. i’m going to move Zone B and move it closer to Zone A and then put the zombies spawning in the hallways area.
Thanks.