Obstruct v2

Discussion in 'Halo and Forge Discussion' started by Skisma, Apr 12, 2011.

  1. Skisma

    Skisma Creative Force
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    Rebuilt. Cleaned Up. No Lag.​


    [​IMG]

    Coming soon to a harddrive near you.

    The term "no lag" is just a slogan, framerate lag may still exist. The pillars at the bottom platform under sword are to prevent lag from occuring in those particular areas. Tempest Required.
     
  2. The Trivial Prodigy

    Senior Member

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    A bit bright for Construct, but it's pretty neat that you did this. <3 Construct.
     
  3. MetaWaddleDee

    MetaWaddleDee Ancient
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    Can we get a list of major changes?

    Oh, nevermind, it's just on tempest...

    Or... Are there any major changes?
     
    #3 MetaWaddleDee, Apr 12, 2011
    Last edited: Apr 12, 2011
  4. Skisma

    Skisma Creative Force
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    The biggest change is the bottom platform below sword. I was still getting framerate lag there when looking back at the map, so I had to place 4 pillars and a front wall to block off almost all of those items that were being rendered. It kinda sucks because it's such a big change but it took away the lag issues so thats a plus. That spot isn't a high traffic area anyways so I don't see it being too big a deal. There are also 2 ramp xl's hanging down by sword, I put one on each side for the same reason. These were the 2 areas where people noticed lag the most in my last version and now their 99% lag free!

    As for other changes, you'll notice quite a bit. The overall size is just about exactly the same as Obstruct, but everything looks a bit nicer this time around. I cleaned up the whole map to use less objects and by doing so things look more different...not different, pretty, things look more pretty. The streets are more wider this time around because I used blocks instead of bridges and the laser bridge/cliff is on a 45 degree angle instead of what it should be. It actually looks better like this and saved me quite a bit of items. Another thing you'll notice is that I used tunnel shorts for the lifts so now they're actually purple and gold/orange.

    So pretty much sums it up for changes. All I need to do is set up spawns and gametypes and have this baby tested!

    [br][/br]
    Edited by merge:


    Gametypes and everything are set up. Awaiting Testing. Anyone want in?
     
    #4 Skisma, Apr 19, 2011
    Last edited: Apr 19, 2011
  5. NlBBS

    NlBBS Forerunner

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    The test we got in today went great. Regardless of what everyone else said, I didn't see any framerate lag looking from bottom sword to lift. I was actually semi-surprised how well an exact remake shifted over to Reach. Keep up the good work with this one and I'll be sure to get into some more tests.
     
  6. Psychoduck

    Psychoduck Spartan II
    343 Industries Cartographer Forge Critic Senior Member

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    I had framerate... but if that get's fixed you'll have a damn good map on your hands.
     
  7. iTz Longshot

    iTz Longshot Ancient
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    Same here with frame rate, and i agree. This map kicked ass. This is one of the best Construct remakes i have played. Would like to play another gametype on it sometime. If you need another player, here's my GT: iTzz Longshot
     
  8. Nutduster

    Nutduster TCOJ
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    This looks great. I definitely want to give this a playthrough. If you're testing it feel free to invite me, I'm on frequently in the early evening and earlier in the day on weekends.
     
  9. MattKestrel

    MattKestrel Ancient
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    Brilliant map, it absolutely felt like the original Construct both aesthetically and gameplay wise during the test.
     
  10. Skisma

    Skisma Creative Force
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    Yea the framerate is significantly less than my original version of the map, but it's still enough to notice :/
    So basically I have a finished map that's just sitting around going nowhere because of the framerate lag. If anybody knows a great deal of how to fix framerate lag please help me out so I can release this bad boy! Don't get me wrong, I know a thing or two about fixing lag myself, but I can't seem to do it so I need the experts..
     
  11. Nutduster

    Nutduster TCOJ
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    I'd be glad to look over it if you want. Looking at the pic in your sig there, the first thing I notice is lots of glass in one small area. Is that still the current design? If so that could definitely be a contributor. Any time Reach has to render more than a couple of objects behind glass, particularly behind more than a single layer of glass, you can get serious framerate hits. I had to change the centerpiece of a map I made because it was basically a big column of glass and any time you looked at it, the engine bogged down trying to render the crap on the other side of it through the 2-3 layers of glass that were involved. It gets even worse if there's anything with lights on it (regular lights, railings, etc.) shining anywhere near that glass. I've learned to minimize objects with lights, and REALLY minimize or just don't use glass - and especially try to keep it on the outskirts of maps whenever possible, rather than anywhere in the main area of play.
     
  12. Skisma

    Skisma Creative Force
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    Thats my original map that I released back in November. If you're talking about the glass wall at lobby than that can't be changed because it would ruin the map. Plus framerate isn't an issue there. Just at sword and the platform below sword. Glad to know you'd be willing to help though, I'll invite you when I can get on.
     
    #12 Skisma, May 5, 2011
    Last edited: May 5, 2011
  13. Nutduster

    Nutduster TCOJ
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    Not a problem, send me an invite any time. I'm usually online in the evenings for an hour or two, and more early in the day on the weekend.
     

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