DB-GreenBaize

Look for maps, show your maps...

Moderators: Jay2k1, DavidM, The_One

User avatar
Robotojon
Posts: 454
Joined: 13-03-2003 14:10
Contact:

DB-GreenBaize

Post by Robotojon »

i really like this map, the idea, game play , everything, but i really think it would be so0o0o0o0o0o0o much better without the balls on the pitch.

Yes they add something new, but so do the edges of the pitch. I think this would be brilliant for a clan game, no wall passing, no wall to catch stray balls (apart from the little lip of the cushin), means you got to keep the ball tighter.

I realise that a lot of ball resets would stop the continuity of the play, but thats exactly what i think needs encouraging \o/

anyway, some of my loose change for you :)
User avatar
Axl
Posts: 649
Joined: 09-03-2003 13:16
Contact:

Post by Axl »

a few of the things u talk about have been fixed.. DavidM used an older version of GB in the 1.7 install :(
RevBillyG
Member
Posts: 38
Joined: 09-03-2003 20:18
Contact:

Post by RevBillyG »

There was always the balls tho :)
Originally my plan was to have them as Karma objects so you could push them outta your way with the cannon (even went as far as getting a new cannon script done) alas Karma refuses to work online :/

Getting rid of the balls is easy. Forcing everyone to download 2 versions of the same map is not so easy especially considering the file size of the map :/
drifter
Posts: 115
Joined: 11-05-2003 05:10

Post by drifter »

billyg you can do it, we love you \o/

last one to the bar via the skeleton & bar stools gets the drinks in :D
User avatar
f1end
Posts: 1111
Joined: 10-03-2003 10:51

Post by f1end »

boostable balls would rock :/
User avatar
DavidM
Posts: 6795
Joined: 08-03-2003 20:35
Contact:

Post by DavidM »

billy used INSANE polycounts for the balls
so another reason to remove them

karma balls would never work, performance wise
User avatar
Surge
Banned
Posts: 920
Joined: 09-03-2003 00:34

Post by Surge »

static meshes allow for "INSANE polycounts" and they dont affect the playability of the map... just make it a bigger download :\
User avatar
DavidM
Posts: 6795
Joined: 08-03-2003 20:35
Contact:

Post by DavidM »

oh dude, please just don't say anything if you dont know what you are talking about :/
User avatar
Armagon
Posts: 1333
Joined: 24-03-2003 14:50
Contact:

Post by Armagon »

No, he's quite right DavidM. Static meshes have very little bearing on the performance of the game, unless you have a huge number of them visible at one time. If anything lags the performance on Greenbaize, its all those bottles behind the bar when you have the world detail up max. Every time I turn toward them my framerate drops by about 20-30. The reason for this though is simply because there are so many of them. Not that this bothers me a whole lot. Balls that could be pushed, that would rock.
Last edited by Armagon on 11-07-2003 14:02, edited 1 time in total.
User avatar
Tonnberry
Posts: 63
Joined: 09-03-2003 01:49
Contact:

Post by Tonnberry »

Surge wrote: static meshes allow for "INSANE polycounts" and they dont affect the playability of the map... just make it a bigger download :\


lol
User avatar
The_One
Senior Member
Posts: 1962
Joined: 09-03-2003 00:38
Location: UK

Post by The_One »

polygons still have to be rendered and lit, whether it's a static mesh or not.
User avatar
Surge
Banned
Posts: 920
Joined: 09-03-2003 00:34

Post by Surge »

but they, unlike normal architecture, sit in your video cards memory buffer. They are basically pre-loaded with their lighting and texturign saved with them. They dont affect performance at all, loading the textures on them does though. Using low-res (DXT1) textures will make even high polycount statics fine...
Tankazz
Junior Member
Posts: 18
Joined: 04-07-2003 05:44

Post by Tankazz »

The biggest problem I have with this map (aside from the obvious gameply nuances, suchas getting to the bar, etc) is that all the pictures on the wall seem to have been sheeted onto the same uu as the brush behind it, causing it to not display correctly unless you're close to it or look at it at a weird angle. Anyone else have this problem?
User avatar
Armagon
Posts: 1333
Joined: 24-03-2003 14:50
Contact:

Post by Armagon »

No, I never noticed any such thing when I just checked it out. The biggest annoyance about the map though is that Mr.M used the older version, so the radar map isn't terribly useful. It doesn't even haev the penalty zones marked. :eek:
Last edited by Armagon on 12-07-2003 18:47, edited 1 time in total.
User avatar
The_One
Senior Member
Posts: 1962
Joined: 09-03-2003 00:38
Location: UK

Post by The_One »

ain't that the truth. :p
Locked