Humph said:I wasn't going for speed, I was just trying to be bloody l33t
speed = bloody 1337
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Humph said:I wasn't going for speed, I was just trying to be bloody l33t
sobo said:i could only rate visuals and technics because i was alone.
for visuals: the outside part looks good but all of the inner rooms look a like as posted before. most of em are odd cubic rooms with some boxes in them, the map has nothing unique there.
you can without doubt apply some more creative detail to the inside parts. the texturing is boring there and so is the lighting.
outside the framerate however was a bit dropish it went around 60 on my computer with only me playing
One of the reason for this i noticed was the high poly count. so i looked into the ed and quickly found out you used very much 2dshapes. as you may have noticed, 2dshapes always have an unnecessary tesselation at their ends. is the bottom and top of the shape are completely convex (like an "O" for instance) you can use this method to get rid of it:
create the height of the prism greater than you need to have it. Add. create a cubic brush with the needed height, place it so it cuts the 2dshape without touching its ends. intersect.
if you cant get rid of the polygons at the ends using this way because the brush may have concave ends (like most of yours do) you can select of of the surfaces at the end. Press Ctrl+C. all surfaces that are coplanar will be selected, then merge those polygons to one. they will then be threated as one single polygon.
i also think that you could get a fair bit lower with your poly/node ratio (nodes per poly). helpful for this is using semisolids.
not, if you have a convex surface and use the first method i mentioned, but your right. I use splitting to shape most brushes, too. Easier and quicker.Muttley said:merging 2-d shapes means that ut draws less surfaces on it but from the ed point of view u still have extra poly's..
DaTeL said:Yeah....when I played Desolate for instance I was f00king lost......