[UPDATE] zs_cheap_hotel_v3b



  • 16MB

    22MB

    Workshop

    • Standard survival map

    • Large

    • white barn opens at the end of wave 2 with useful props and tools inside

    • red barn opens up at the end of wave 3 with 3 shredders inside

    • Noxiousnet Logo Prop

    • obese babbys



  • 16MB

    22MB

    Workshop

    • Standard survival map

    • Large

    • white barn opens at the end of wave 2 with useful props and tools inside

    • red barn opens up at the end of wave 3 with 3 shredders inside

    • Noxiousnet Logo Prop

    • obese babbys



  • It’s going to be one of those maps where every single floor is useless apart from top and bottom. You have a good exterior look but from the interior side, it’s quite dull, tight and everything feels like a hallway. You use the same texture for the walls in each room and the hallways so it can be hard to distinguish what is what. This is the same with the ceilings and floors.

    I can straight away tell that most if not all the rooms were just copy pasted so there isn’t any uniqueness to each room and yes I do know its a hotel but not even real hotels would have that spot-on cloned look for each individual one.

    The map will be quite easy to win since if you do barricade one of the really easy spots or at the top of the hotel all you have to worry about is a single doorway with loads of bed frames and a window or two that a single sledgehammer can easily solve.

    As a start I would say focus on the interiors only and don’t be afraid to use a wider range of appropriate textures and lighting for your rooms and try to have a reason to use the middle floors of the hotel.

    Here are a couple of screenshots worth looking at:

    Easy spot to win. (Note that most of the actual hotel rooms can be easily won from the looks.)

    Your lighting goes through this strange building.

    This will kill any persons fps on the actual server.

    Another potential easy spot though not as good as the other one.

    Nice.



  • Add some colored lighting for the lights so it doesn’t look so bland.



  • Make lights anything but 255 255 255. They are always either white to yellow (don’t turn completely yellow always keep the closest to white, a bit of difference between 255 255 255 is very good already).

    Lights are hard to learn, actually. You have to know which light corresponds to certain person’s emotions.
    Some spots are still blocky but that’s alright for a first mapping experience :).

    Well done!

    EDIT: Pufulet, you should of given a wider explanation on why it would kill FPS. (The amount of portalvis built in the map will have to compute the amount of visible players in-game which is a bit of an issue. The amount of computing will take down the process of any computer. Hint: Add areaportals)


  • Game Admins

    Just add func_areaportalwindow to the indoor-to-outdoor frames and use a black/white texture as the replacement brush. You can use “always open” func_areaportals here for a less time consuming fix but the performance difference will be smaller.

    Valve’s Lighting Standards:
    The RGB value for a tungsten light bulb is 254 216 146
    The RGB value for a fluorescent light is 159 237 215



  • Would it be better to do large sections of areaportals or do them frame by frame?

    Edit: Do they also have to be contained completely within the func_breakables?



  • @Humin:

    Edit: Do they also have to be contained completely within the func_breakables?

    Yes, you need to create a complete seal between geometry or else you will get a leak.

    @Mr.:

    You have to know which light corresponds to certain person’s emotions.

    Color Theory. The problem is that most of the interior walls are yellow which gives a warm feeling. Blue lighting like the ones associated with the Combine make the player feel cold and isolated. Some color variation with light blue or some other colors can help make the lighting unique since the walls and the skybox remain in the yellowish, orange area.


    But yeah I would worry about the optimization first. Pretty much everything is getting rendered at the same time, and factor in 60 humans + and it will get even worse. Areaportals and Areaportalwindows will help with the optimization by only rendering what can be seen by the player. However, having that many realtime optimization brushes can also hurt the performance, so what i would suggest would be to add a solid, world brush with a wood texture like wood boards to random windows. With a world brush, VVIS will have an easier time optimizing and it will reduce the number of areaportals you’ll need. The random, invincible brushes at windows will also help rooms feel more unique, since people are most likely going to cade in the rooms with 1 window, most of the players are going to completely ignore rooms with more than 1 window.



  • Map has been updated, optimized, and renamed.

    EDIT: Fixing again



  • I’ve just released version 2.





  • v2 is still on the map list.



  • Creating this post to bump this thread. v3b is out and can be now put on the server.


Log in to reply
 

11
Online

10975
Users

15257
Topics

297327
Posts

Looks like your connection to NoXiousNet was lost, please wait while we try to reconnect.