08-30-2017, 01:51 PM
(This post was last modified: 10-10-2017, 05:13 AM by Antares*.
Edit Reason: added note on frame rates
)
Performance Note:
* Toasters may have framerate issues because of the reflections, warpzones, and some water effects.
* Recently I tested this map and I noticed on the same hardware Windows 7 running Xonotic has less of a performance impact on framerate than Linux running Xonotic.
Weakest graphics card so far playing the map with full reflections: ATI Radeon 5770 @ 1920x1080
Windows: 100+ fps throughout the map
Linux: 60+ fps in MA room (good area), 15 fps in the atrium near water tank (absolute worst area)
----------------------------------------------------------------------------------------------------------------
Hi,
I made a new map and excited to share. Started last Friday with the layout and geometry, then did touch up's and extra editing on Saturday and Sunday. Then pk3 packaging and some initial matches on Monday. Overall a very short process, and the beta phase of the map is balancing item placements.
On the design, I wanted it to be a blatant Xonotic map that couldn't be mistaken for a Quake port. Thus I have added many warpzones and many fights are set up for that. One of the goals was for beginner or intermediate players to immediately realize Xonotic's concepts and get an introduction to Xonotic concepts such as ramp jumping, rocket curving, and reliable ricochets without changing the game balance or removing features.
Infrequently on servers do I see DM pubs attempt to use ramps or intermediate to advanced movement, so I'm very happy to see some of them trying some of the ramp jumps on this map.
There is a separate .ent file because item placements have changed a bit from feedback from initial matches.
Almost forgot to mention:
I did an uncommon something and made red warpzones. Players can not pass through red warpzones, only projectiles; however they can pass through seemless and blue warpzones.
* Toasters may have framerate issues because of the reflections, warpzones, and some water effects.
* Recently I tested this map and I noticed on the same hardware Windows 7 running Xonotic has less of a performance impact on framerate than Linux running Xonotic.
Weakest graphics card so far playing the map with full reflections: ATI Radeon 5770 @ 1920x1080
Windows: 100+ fps throughout the map
Linux: 60+ fps in MA room (good area), 15 fps in the atrium near water tank (absolute worst area)
----------------------------------------------------------------------------------------------------------------
Hi,
I made a new map and excited to share. Started last Friday with the layout and geometry, then did touch up's and extra editing on Saturday and Sunday. Then pk3 packaging and some initial matches on Monday. Overall a very short process, and the beta phase of the map is balancing item placements.
On the design, I wanted it to be a blatant Xonotic map that couldn't be mistaken for a Quake port. Thus I have added many warpzones and many fights are set up for that. One of the goals was for beginner or intermediate players to immediately realize Xonotic's concepts and get an introduction to Xonotic concepts such as ramp jumping, rocket curving, and reliable ricochets without changing the game balance or removing features.
Infrequently on servers do I see DM pubs attempt to use ramps or intermediate to advanced movement, so I'm very happy to see some of them trying some of the ramp jumps on this map.
There is a separate .ent file because item placements have changed a bit from feedback from initial matches.
Almost forgot to mention:
I did an uncommon something and made red warpzones. Players can not pass through red warpzones, only projectiles; however they can pass through seemless and blue warpzones.