Showing posts with label pillars. Show all posts
Showing posts with label pillars. Show all posts

September 11, 2008

ctf_gate1 beta 1


The name is misleading as there is just one base to have some deathmatch in. I want to release this as an early beta as just in this version my pillars keep high detailed. I'm going to simplify them for performance reasons so additional details can be added to the yet plain walls. Deathmatch is playable against bots and map source file is included. Lightning could be a bit brighter in some places. The map is pretty dark themed so the red lights are a bit piercing.

Worktime: 6h (testing requires a lot)

file: ctf_gate1_b1.pk3 (save link as ...)

As this map is a small one and I'm using TRaKs fantastic textures it won't take me long to finish once I fixed performance issues and get a decent balancing done.

Vis and walldecoration


As mentioned in the previous post pillars are not good for blocking vis. Even if the columns are of low detail they will have an impact on framerates. So I'm trying to encapsulate my pillarroom not to be visible from far away. Additional details on my walls increase the amount of faces but don't help preventing other rooms from being rendered.

So I'm trying several layouts to connect rooms flawlessly and get high effectivity on blocking visibility. At the moment passages from one room to another increase in size without the ease I hope to find.