[RELEASE] eft_junglefever_r1




  • eft_junglefever_r1
    My third map release for EFT, that guarantees supreme boogie overload.

    [header]Information[/header]
    This map offers all of the three common ball upgrades: blitz, speed and water.
    The blitz upgrade is available at ball spawn, with two torches both being blitz ball upgrades. It lasts for 10 seconds.
    The speedball upgrade is available at both team spawns. There are four upgrades in total, two for each side. Speedball lasts for 5 seconds.
    However, the speed ball upgrade can only be activated by the corresponding team that the speedball upgrade is on. eg. If a red player attempts to use one of the
    speed ball upgrades on the Red Team’s side, it will be activated. If a blue player tried to this, it would not be activated.
    Waterball is available in the upper waterfall (playable area). It lasts a whopping 15 seconds. This allows the player to walk on the river, as other players cannot.

    The river that divides the two sides is NOT crossable, without using the bridge to do so. Trying such thing will result in being carried by the river, down the waterfall into your death. Barrels also plummet from the
    upper waterfall, landing in the river and riding it to the next, giant waterfall.

    [header]Download[/header]
    Release 1: https://drive.google.com/file/d/0B4jDyJ-N9LUlYUo3N2FzMXhYcDg/view?usp=sharing
    Release 1 Fix 1: https://drive.google.com/file/d/0B4jDyJ-N9LUlWjNFRWREMHNwWWc/view?usp=sharing

    [header]More Media[/header]
    http://i.imgur.com/HJwZWsD.jpg
    http://i.imgur.com/RGpjvqV.jpg
    http://i.imgur.com/ccN5nPn.jpg
    http://i.imgur.com/Zj2MgVQ.jpg




  • eft_junglefever_r1
    My third map release for EFT, that guarantees supreme boogie overload.

    [header]Information[/header]
    This map offers all of the three common ball upgrades: blitz, speed and water.
    The blitz upgrade is available at ball spawn, with two torches both being blitz ball upgrades. It lasts for 10 seconds.
    The speedball upgrade is available at both team spawns. There are four upgrades in total, two for each side. Speedball lasts for 5 seconds.
    However, the speed ball upgrade can only be activated by the corresponding team that the speedball upgrade is on. eg. If a red player attempts to use one of the
    speed ball upgrades on the Red Team’s side, it will be activated. If a blue player tried to this, it would not be activated.
    Waterball is available in the upper waterfall (playable area). It lasts a whopping 15 seconds. This allows the player to walk on the river, as other players cannot.

    The river that divides the two sides is NOT crossable, without using the bridge to do so. Trying such thing will result in being carried by the river, down the waterfall into your death. Barrels also plummet from the
    upper waterfall, landing in the river and riding it to the next, giant waterfall.

    [header]Download[/header]
    Release 1: https://drive.google.com/file/d/0B4jDyJ-N9LUlYUo3N2FzMXhYcDg/view?usp=sharing
    Release 1 Fix 1: https://drive.google.com/file/d/0B4jDyJ-N9LUlWjNFRWREMHNwWWc/view?usp=sharing

    [header]More Media[/header]
    http://i.imgur.com/HJwZWsD.jpg
    http://i.imgur.com/RGpjvqV.jpg
    http://i.imgur.com/ccN5nPn.jpg
    http://i.imgur.com/Zj2MgVQ.jpg



  • add this bunjy <3



  • Three problems, but I can add the map if you wish:

    The map size it pretty big for what it is, I’m guessing this is the music file you’ve added. Any chance of reducing it?
    I feel like I’m playing Sonic 2, is this what you intended

    @Dr.:

    Waterball is available in the upper waterfall (playable area). It lasts a whopping 15 seconds. This allows the player to walk on the river, as other players cannot.

    It does not.

    @Dr.:

    Speedball lasts for 10 seconds.

    It does not. But 5 seconds is a better time.



  • Awesome map. Love the music and gameplay. Great map but I occasionally get lag when a large amount barrels hit the water at the same time.



  • @Benjy:

    I feel like I’m playing Sonic 2, is this what you intended

    That is an odd issue… as none of the various testers had this visual problem.
    However, it looks like you’re running Gmod on DirectX 8.1. If this is true, that means I have to make the water normal map compatible with DX 8.
    For the grass… all the testers had no issue with this, and it doesn’t look fixable in your situation…



  • eft_junglefever_r1_fix1

    -fixed not being able to walk on river with waterball
    -added water texture for people using DirectX 8.1 (still not recommended to use dx8, but whatever)
    -patched skybox ocean being ONE unit off from the playable ocean area (little but annoying gap between 3d skybox and playable area)
    -increased damage on torches to avoid indefinitely standing on torches

    I tried optimizing it further, but resulted with little success. The biggest contribution to file size are the mountains.



  • I really like that skybox mountain prop, but I think it clashes with the rest of the style of the map



  • I’m rendering in DX9 but still see the same graphical issue, so not sure what’s going on there.

    You have a major problem in optimisation, unfortunately due to the limitations of the Source Engine you can’t add different levels of expensive water in the same visible set of visleaves without a major performance decrease; this is made worse by the fact that your displacement does not block visibility, meaning that the huge plane of expensive water you have on the bottom is rendered all the time. Cut the brush into sections so it’s not one massive plane under the map.



  • @Benjy:

    I’m rendering in DX9 but still see the same graphical issue, so not sure what’s going on there.

    You have a major problem in optimisation, unfortunately due to the limitations of the Source Engine you can’t add different levels of expensive water in the same visible set of visleaves without a major performance decrease; this is made worse by the fact that your displacement does not block visibility, meaning that the huge plane of expensive water you have on the bottom is rendered all the time. Cut the brush into sections so it’s not one massive plane under the map.

    I highly doubt this, but we mustn’t leave any stone unturned so, could these graphical glitches have anything to do with V-RAM limitations?
    I’m running a 3GB card and i’m not having any of these issues on Dx9.
    You did mention that the lower level’s water is always being rendered whilst being very expensive, in addition to fairly high resolution textures [looking at those mountains]…

    I have a gut feeling that this is a hardware/driver related issue on your end, but then again I don’t really want to jump to that conclusion as you are probably quite tech-savvy managing the EFT server itself, thus having a semi-decent computer  :/



  • The problem in optimisation and my rendering issues are completely uncorrelated despite me mentioning them in the same post, the map looks quite fun but it’s massive file size and poor performance let it down.



  • So after looking into the map, the skybox model alone is 29.33MB and including the .mp3 file (which you should convert to an .ogg) makes up 37.49MB of 60MB. When you’re calving the water texture, make sure you reduce these.

    @Benjy:

    I feel like I’m playing Sonic 2, is this what you intended

    This happens because your bump/normal texture for the water ("water/tfwater001_*) is from Team Fortress 2, many people do not have this installed and will therefore see the same thing as I do.



  • The tool I use to pak all the custom content into the .BSP didn’t pick up the water normal maps, as well as the grass blend texture (thus looking blocky, similar to the missing texture pattern). I have this issue resolved already, however, I’m currently optimizing the map (with your suggestions), as well as adding other things to the map. Converting music to .ogg never worked for me, at least for Gmod. I will also attempt to lower the resolution of the texture on the mountains in the skybox.



  • I’d suggest making the trigger_goals slightly more inward. Currently you just have to be on the edge top platform to score, and it seems weird.


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