Eggs master (need mapping help)

Ask questions about mapping in general, and show off your in-progress work.
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PhantomFang
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Eggs master (need mapping help)

Post by PhantomFang »

Hi all!
relase : 🠊 here 🠄

so I made a map called "Eggs master",

the drill's emplacements is inspired on Kai's maps :
Image

and the other he's inspired on deretchstorm...

But I have a problem :

my map have only 60fps, even if there are only 10 entities...

And that is a really problem because I want to have 200 eggs...

screenshots :

Image

Image

Image

Last edited by PhantomFang on Sun Apr 09, 2023 12:01 pm UTC, edited 1 time in total.
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illwieckz
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Re: Eggs master (need mapping help)

Post by illwieckz »

my map have only 60fps

That's because you likely used map build options only meant for prototyping.

In the NetRadiant build menu, select the entry “Map: Release”, it will produce an optimized map and proper lighting. This will take some time.

That's because producing a release build can take some time there are options to quickly produce a loadable map, just to check it in engine, but for distributing a map one must do a release build.

This comment is licensed under cc ​​by 4 and antecedent.

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PhantomFang
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Re: Eggs master (need mapping help)

Post by PhantomFang »

@illwieckz

That's because you likely used map build options only meant for prototyping.

In the NetRadiant build menu, select the entry “Map: Release”, it will produce an optimized map and proper lighting.

and so if I do: map:release, will he make me a map with the "right number" of FPS?

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illwieckz
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Re: Eggs master (need mapping help)

Post by illwieckz »

Grise3 wrote: Sat Mar 25, 2023 11:37 am UTC

and so if I do: map:release, will he make me a map with the "right number" of FPS?

Yes, here is a rebuild of the 1.1 version you posted on chat:

https://dl.illwieckz.net/b/unvanquished ... repack.dpk

You'll see the performance is OK. I used the “Map: Release” option.

If that produced a .lin file as you said on chat, that means something didn't worked as expected.

Can you paste somewhere the content of the NetRadiant console?

This comment is licensed under cc ​​by 4 and antecedent.

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PhantomFang
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Re: Eggs master (need mapping help)

Post by PhantomFang »

Code: Select all

=== running build command ===
"/home/Grise3/Téléchargements/netradiant_1.5.0-20220628-linux-amd64/q3map2"  -fs_pakpath "/home/Grise3/Téléchargements/netradiant_1.5.0-20220628-linux-amd64/gamepacks/unvanquished.game/" -fs_pakpath "/home/Grise3/.local/share/unvanquished/base/pkg/" -v -connect 127.0.0.1:39000 -game unvanquished -fs_basepath "/usr/lib/unvanquished/" -fs_homepath "/home/Grise3/.local/share/unvanquished/"  -fs_game pkg -bsp -leaktest -custinfoparms -meta -maxarea -samplesize 8 "/home/Grise3/.local/share/unvanquished/pkg/map-eggs-master.dpkdir/maps/eggs-master.map"
Connected.
threads: 4
Q3Map         - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.17n-git-d9338309e
NetRadiant    - v1.5.0 Jun 28 2022 11:54:30
Your map saw the pretty lights from q3map2's BFG
--- InitPaths ---
VFS Init: /home/Grise3/.local/share/unvanquished//pkg/
VFS Init: /usr/lib/unvanquished//pkg/
VFS Init: /home/Grise3/.local/share/unvanquished/base/pkg/

--- BSP ---
Leaktest enabled
Custom info parms enabled
Creating meta surfaces from brush faces
Max Area face surface generation enabled
Lightmap sample size set to 8x8 units
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     3600 shaderInfo
--- LoadMapFile ---
Loading /home/Grise3/.local/share/unvanquished/pkg/map-eggs-master.dpkdir/maps/eggs-master.map
entering /home/Grise3/.local/share/unvanquished/pkg/map-eggs-master.dpkdir/maps/eggs-master.map
Loaded image: "textures/shared_tech_src/floortile1a_d.crn"
Loaded image: "textures/shared_pk02_src/floor06b_d.crn"
Loaded image: "textures/shared_pk02_src/rock01_d.crn"
Loaded image: "textures/shared_pk01_src/trims01b_d.crn"
Loaded image: "textures/shared_pk01_src/trims01b_a.crn"
Loaded image: "textures/shared_trak5_src/glass_d.crn"
Loaded image: "env/shared_space_src/sky15_up.webp"
      148 total world brushes
        6 detail brushes
        0 patches
      125 boxbevels
        0 edgebevels
      219 entities
      708 planes
        0 areaportals
Size: -2816, -1976,   256 to   312,  1440,   648
--- ProcessDecals ---
        0 decal projectors
--- CreateMapFogs ---
        0 fogs
############### model 0 ###############
block size = { 1024 1024 1024 }
Entity 218, Brush 0: Entity leaked
BSP bounds: { -2816.000000 -1976.000000 256.000000 } { 312.000061 1440.000000 648.000000 }
Lightgrid bounds: { 99999.000000 99999.000000 99999.000000 } { -99999.000000 -99999.000000 -99999.000000 }
--- PatchMapDrawSurfs ---
--- FaceBSP ---
      849 faces
      592 leafs
--- MakeTreePortals ---
        0 tiny portals
        0 bad portals
--- FilterStructuralBrushesIntoTree ---
      142 structural brushes
      281 cluster references
--- FloodEntities ---
      340 flooded leafs
entity reached from outside -- leak detected
--- LeakFile ---
        3 point linefile
MAP LEAKED
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illwieckz
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Re: Eggs master (need mapping help)

Post by illwieckz »

Ah, it looks like there is a leak. This happens when there is a hole in your map, or a wall is using a non-solid texture.

In NetRadiant, from the “File” menu, select “Pointfile”, this would load the .lin file and show you a kind of line you will follow, it will show you what path the map compiler used to find the leak. Edit: In fact NetRadiant does it automatically.

Note: I added some code markup to your comment, you can do the same by placing ``` before and after your text, this way:

Code: Select all

```
blabla
```

This comment is licensed under cc ​​by 4 and antecedent.

SeanCJ
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Re: Eggs master (need mapping help)

Post by SeanCJ »

Hey @PhantomFang ,

I played a game today on your new map (aka - this one :P ) on Sweets Server. we were about 7 or 8 players (so maybe quite many compared to how you planned it?). Also, mostly players knowing what they are doing, I guess :P.

We were mostly pretty systematic, so we made pretty short work of the many eggs :). I did enjoy the layout, and for me personally, the shortish playing time was ok (I'm not a super-fan of the dretch-storm / mission-mantis style maps, so maybe I am happy if they don't play for too long :P).

I don't know how many "free evos" sweet had (or has) set up on his server, but towards the end of the game, someone killed the Overmind so we were only fighting dretches - which felt a little "not quite right". But I don't know, maybe this is how you wanted it to work of course!

If you have any specific questions, I'll be happy to answer (as best as I can :P ).

Otherswise, thank you for your work, and nice map and contribution to the community!

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Sweet
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Re: Eggs master (need mapping help)

Post by Sweet »

SeanCJ wrote: Mon Mar 27, 2023 10:02 pm UTC

I don't know how many "free evos" sweet had (or has) set up on his server

2 free morph points for aliens every 20 seconds. 200 credits for humans every 120 seconds.

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PhantomFang
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Re: Eggs master (need mapping help)

Post by PhantomFang »

Hey @SeanSJ!

How are you?

we were about 7 or 8 players (so maybe not bad compared to what you expected?)

I hope there will be a lot of players, but I didn't expect there to be 7! I'm happy :D

I liked the layout

Great!

and for me personally the playing time was okay

it's good that you liked the playing time, afterwards, it can be "regulated". For example by using the number of bots in A and possibly by adding in H

but towards the end of the game someone killed the Overmind so we were only fighting dretches - which seemed a bit "not quite right".

Not cool, that kind of ruins everything... :D

But I don't know, maybe that's how you wanted it to go of course!

I didn't want it to go like this...
So I hastened to put a window preventing it from being destroyed :D
It's indeed a pity that there is no more overmind... In addition, in version 6.6, there are boosters for the As and therefore you need an overmind at all costs otherwise they are weakened

SeanCJ
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Re: Eggs master (need mapping help)

Post by SeanCJ »

Thanks for the info Sweet!

PhantomFang:

I'm fine, thanks :).

Just a clarification or two by me - when I said "Layout", I meant the geometry of the map (so the shape of the areas you walk through and such - thats what I like) - just saying that because I noticed "Layout" can also mean how the buildings are placed (I don't have a strong opinion on how that is currently set up).

I guess if you're updating the map, you'll need to put up an updated file then sooner or later :). And yeah, most "P v E" setups seem to make the Overmind ("OM") [or ReactorCore ("RC") for versus Humans] undestroyable by putting it somewhere the players can't get to :P .

P.S. - Just noticed - I wrote "so maybe not bad compared to what you expected" - but I think I meant "maybe more than you had intended the map for / expected" :P. ( I don't know how many players you had in mind for the map when you made it).
But cool that you're happy !
(If you hop on Sweets server - "Map&Tactics Testing EU" -> , I'm sure you could play a game on it too!).

Edit: - sorry, just saw you have the updated Version on the other thread. (Maybe you could edit your first post in this thread and add a link to the other thread, so people that stumble into this one know about the other one :P ).

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