Building only custom map server

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Comments

  • UncleCrunchUncleCrunch Mayonnaise land Join Date: 2005-02-16 Member: 41365Members, Reinforced - Onos
    Rules seem a bit arbitrary/inflammatory, but I suspect what you are searching for a way to get some mapper commitment towards quality. Dev maps break all the time. Having a server full of dev maps will just get you a broken empty server. That's never going to be the textures either, but holes, occlusion issues, broken power nodes, etc.

    I feel i don't even have to tell that the custom maps have to be "working maps". Yes quality is not put aside. Usually people leave some details behind while taking an hour or two would make incredible change and improvements.

    PN, and holes are not even mentioned as any decent mapper should avoid this on a "published project" that is declared "ready to go" (ooooh @Loki you feel bad right now :) ). Occlusion is another debate as it is tedious to make sometimes (when layout isn't stabilized) and is not necessary to get the map working.

    Yes it is to get more audience for these mappers (including myself) to make ppl play these maps the same way as they do for official maps.

    It may not work as a spreading phenomenon (viral), but as I; stated I don't care. I got the budget for a year. Plus i don't see the point of making another regular server.

    Changing what ppl think about these maps is a key to make admin change their minds. I won't say each map have to be full of "eye candy graphics" but better than grey box at least. Pleasing the eyes is a good start. And it will maintain player interest. The same 3-4 maps won't make NS2 live longer.

    Stays the server side technicalities that CDT may or may not be working on. we'll see and adapt to that.
  • LokiLoki Join Date: 2012-07-07 Member: 153973Members, Forum Moderators, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    I was not even going to respond on this thread but since you summoned me......

    @unclecrunch But also mappers behavior : "I'm not lazy, it just takes time".

    WHAT THE F**K, as if you can say that, you have any idea the amount of time that is required to make a GOOD HIGH QUALITY map...........

    I guess not with that sort of statement and no I dont feel bad, bugs happen (ever heard of invalid triangles), people report it, it gets fixed, why should I feel bad unclecrunch?
  • PelargirPelargir Join Date: 2013-07-02 Member: 185857Members, Forum Moderators, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, WC 2013 - Silver, Forum staff
    Loki wrote: »
    I was not even going to respond on this thread but since you summoned me......

    @unclecrunch But also mappers behavior : "I'm not lazy, it just takes time".

    WHAT THE F**K, as if you can say that, you have any idea the amount of time that is required to make a GOOD HIGH QUALITY map...........

    I guess not with that sort of statement and no I dont feel bad, bugs happen (ever heard of invalid triangles), people report it, it gets fixed, why should I feel bad unclecrunch?

    I can just agree with this statement. I don't know any map with no bug or something. Sometimes, it happens. I won't mention all the official maps, which ones can be buggy after a patch or a build. I mean, take a look on Mineshaft, under the waterfall, this bug just shows up with the latest updates & they corrected it as soon as possible, but the map was here on the different public servers.

    In my opinion, only forsaken maps with huge bugs could be concerned about that, but as you stated before, those won't be added on the server, no who cares?

    + people connecting to the server are already aware of the custom maps and every relative stuff like bugs.
  • UncleCrunchUncleCrunch Mayonnaise land Join Date: 2005-02-16 Member: 41365Members, Reinforced - Onos

    ...was joking... I know it happens...


    To my defense:
    -I use checklists to avoid the "invalid triangle" syndrome (re-save) and take the time to check other things to avoid re-uploading again. I hate uploading wait times.
    -I reconfigured the editor shortcut to stack functions in a sequence like QWERTYUIOP -> Unselect all, zoom, move, rotate, scale,texture, extrude etc... it provides all things in one hand and you don't have to look at the keyboard so much. That's why i hate the hard coded shortcuts (movement with right mouse button). It really helps making things faster. i'd say minimum 20%. Well. it's another topic.
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    Occlusion is another debate as it is tedious to make sometimes (when layout isn't stabilized) and is not necessary to get the map working.

    How do you guys go about placing your occlusion geometry? I've seen a few people complain about it while I've been here but I've never really found it to be tedious or to take a long time. I normally just wrap the gameplay space with really tall (2560 units) walls of occlusion geometry placed 32 units back from the visible walls.
  • UncleCrunchUncleCrunch Mayonnaise land Join Date: 2005-02-16 Member: 41365Members, Reinforced - Onos
    Mouse wrote: »
    Occlusion is another debate as it is tedious to make sometimes (when layout isn't stabilized) and is not necessary to get the map working.

    How do you guys go about placing your occlusion geometry? I've seen a few people complain about it while I've been here but I've never really found it to be tedious or to take a long time. I normally just wrap the gameplay space with really tall (2560 units) walls of occlusion geometry placed 32 units back from the visible walls.

    Sometimes. It depends on how crowded is the map.

    I used to do one geometry across the entire map. But i ended up cutting it in pieces. One for each room as it seems to give 5 to 10 more FPS. I put it 4 units behind a wall and make it as large as possible (one polygon), 20% bigger (tall) than the geometry. More is useless, apparently.
  • MasterGMasterG gmfbst Join Date: 2003-08-24 Member: 20169Members, Squad Five Blue
    My occlusion geometry encases every room with pretty much detail for this kind of stuff. 8-16 units outside the main walls, floors and ceilings.
  • UncleCrunchUncleCrunch Mayonnaise land Join Date: 2005-02-16 Member: 41365Members, Reinforced - Onos
    Prefer cubes and simple shape than detailed geometry. Use r_wireframe, you'll understand why.
  • FlaterectomyFlaterectomy Netherlandistan Join Date: 2005-02-03 Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    *shameless pimping*

  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    I've been doing it right! :D

    Though I can't bring myself to make concave faces or faces with holes in them, like you do for the doorway. I keep expecting the face to implode.
  • FlaterectomyFlaterectomy Netherlandistan Join Date: 2005-02-03 Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    If the face does that, just add diagonal lines from the edge of the door to the edge of the surrounding wall. I just like to wrap my chokepoints as tight as I can. :D
  • MephillesMephilles Germany Join Date: 2013-08-07 Member: 186634Members, NS2 Map Tester, NS2 Community Developer
    edited August 2014
    hope the mappers will also receive some feedback from that server

    btw how is it called (if it is set up already)?

    EDIT: I should read old comments before I post^^
  • UncleCrunchUncleCrunch Mayonnaise land Join Date: 2005-02-16 Member: 41365Members, Reinforced - Onos
    BTW, something if forgot.

    What should be the server size ?

    I'm thinking between 14 to 18 slot but not more.
  • VetinariVetinari Join Date: 2013-07-23 Member: 186325Members, Squad Five Blue, Reinforced - Shadow, WC 2013 - Silver
    Take 18 or 20. With less the server dies too easily. With more the games become too full. My personal favorite is 18.
  • MasterGMasterG gmfbst Join Date: 2003-08-24 Member: 20169Members, Squad Five Blue
    Go for 16-18. I think anything over 18 is too much at least.
  • PelargirPelargir Join Date: 2013-07-02 Member: 185857Members, Forum Moderators, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, WC 2013 - Silver, Forum staff
    It really depends of the amount of players you want to. For a better balanced gameplay, 16/18 is definitely perfect. But I know some maps, especially yours @UncleCrunch which one can easily reach a higher number of slots regarding of the huge layout of the map (huge compared to some others). A few people stated on a 20 slots server, that's, in my opinion, the highest amount of slots that makes sense, not too much, not too less. But here again, in regard of some maps, I don't know...
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