Clockwork - Printable Version +- Xonotic Forums (https://forums.xonotic.org) +-- Forum: Creating & Contributing (https://forums.xonotic.org/forumdisplay.php?fid=10) +--- Forum: Xonotic - Map Releases & Reviews (https://forums.xonotic.org/forumdisplay.php?fid=13) +--- Thread: Clockwork (/showthread.php?tid=5716) |
Clockwork - Melanosuchus - 07-24-2015 I made a new crazy map: Clockwork [pk3] [sources] Overview A small, mostly vertical map, with rotating gears all over the place. The gears act as walls, platforms, obstacle and as a mean to kill your opponents (and yourself if you aren't too careful). Fun Facts
Screenshots RE: Clockwork - SpiKe - 07-24-2015 It looks fun, and huge Some gear sounds would have been great, but it might be deafening considering how many gears there are :p RE: Clockwork - Justin - 07-24-2015 Impressive! Very good idea but the performance suffers from all the gears movement, which by the way is often simply too fast. It would appear much more consistent if the movement was much slower. The performance could be improved if you used models and It would be awesome if you add gears sound. Try making gears part of a gameplay more, most of them serve just as walls and can't be jumped on to. RE: Clockwork - Ogger73 - 07-24-2015 Cool map ot: minecraft has a functional working 6502 made out of blocks, when are we going to get a playable map with a functional mechanically accurate babbage machine somewhere in it? I just want to be able to say "neener!" in the Slashdot article that would follow RE: Clockwork - tZork - 07-24-2015 Concept is interesting but using fifty shades of brown/gray in moving parts makes it far less than it could have been. Tossing some more polys at those cogs would go a long way too; static animated meshes (func_blah) does not cost much performance wise, per vert, so adding more won't noticeably hurt as long as it's not used for clipping. RE: Clockwork - BuddyFriendGuy - 07-25-2015 I am very impressed by the idea and the artwork. Very very creative! Easter egg is funny and well thought out (e.g. I didn't have to wait for another 59 minutes to get out; although that could be funny, too). For online games, one hour mark is a bit hard to hit though. I have no problem with the performance on my server and my client though. RE: Clockwork - Smilecythe - 07-25-2015 I could not run this map on local game :o It does not appear to write map info on the create game menu and opening it via console doesn't work either. RE: Clockwork - Melanosuchus - 07-25-2015 Ah I might have forgotten to add "has weapons" Did you try with chmap? That rarely fails (but requires the full name, in this case clockwork_v001) I've fixed the mapinfo and updated the pk3 RE: Clockwork - BuddyFriendGuy - 07-25-2015 (07-25-2015, 02:46 PM)BuddyFriendGuy Wrote: I have no problem with the performance on my server and my client though. I take it back. After some more tests, I confirm that it consumes twice as much CPU on my server. RE: Clockwork - BuddyFriendGuy - 07-27-2015 I'm also getting this error: Code: ======OBJECT ERROR====== RE: Clockwork - Melanosuchus - 07-28-2015 I use 4 screenshot positions (as you can see above) they do nothing unless you start a script to take those screenshots. By default only 3 are allowed, there's a cvar to change that. RE: Clockwork - BuddyFriendGuy - 07-28-2015 (07-28-2015, 01:58 AM)Melanosuchus Wrote: By default only 3 are allowed, there's a cvar to change that. Thanks. "g_max_info_autoscreenshot 4" solved the problem. I like this map. Any plan to optimize its performance? RE: Clockwork - Irritant - 07-28-2015 (07-24-2015, 06:02 PM)tZork Wrote: Concept is interesting but using fifty shades of brown/gray in moving parts makes it far less than it could have been. Tossing some more polys at those cogs would go a long way too; static animated meshes (func_blah) does not cost much performance wise, per vert, so adding more won't noticeably hurt as long as it's not used for clipping. There is an old texture set by Rorshach, called "A Clockwork Droid". It would have been spectacular to use that on this map. RE: Clockwork - Melanosuchus - 07-28-2015 (07-28-2015, 02:53 AM)BuddyFriendGuy Wrote: I like this map. Any plan to optimize its performance? Hmm for now I'm gonna work on radiant than on maps, maybe once radiant becomes a nice editor (07-28-2015, 09:55 AM)Irritant Wrote: There is an old texture set by Rorshach, called "A Clockwork Droid". It would have been spectacular to use that on this map. This one? http://www.kevinjohnstone.com/Polycount/textures/clockwork.htm It can be downloaded from here http://lvlworld.com/download/Cachectic%20Machination but it doesn't have clear licensing terms... RE: Clockwork - BuddyFriendGuy - 05-03-2017 I'm just here to say that this map is liked by quite some players on my server. I hope one day an optimization would be possible. |