[Map] TempleRuin

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Archiive
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[Map] TempleRuin

Post by Archiive » Sat Aug 04, 2012 7:37 pm

Hi Overgrowth community, i'm Archiive fairly new in the community and enjoying the game for 2 days now on and i'm here to present my first attempt at mapping in Overgrowth.

So to start i decided to make a rather simple temple, put some enemy and an objectives. I'd like some feedback from you guys on what's missing like : more combats? more platform?
Since it's my first try, i didn't make an heavy background or what so ever for the map so here is the pitch :

You're new in an old assassination order and they want to test your skills in combat and in climbing things, a destination to nowhere was given to you and so you started travelling toward it.
When you finally arrive you found that a mysterious note is waiting for you in front of what look's like an old temple...

I though about making a video but then i realize it could spoil the fun so i just took some screenshots :
[+] Screenshots
ImageImageImage
While playing, i don't knw why but everytime i start it the shadows are gone so i advise you to put the ambient occlusion and shadow on before starting to play until i know how to fix it ( if fixable ).
Here is the link to the map : http://ogmods.antonriehl.com/downloads. ... leruin.xml
In order to run it you will have to install the menu mod aswell or it won't load and you will have an error!

I'd like to thanks the tutorials makers on the forum and those who help me in the IRC Channel, the help is alway appreciated :wink:
Last edited by Archiive on Sun Aug 05, 2012 9:13 am, edited 1 time in total.

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Constance
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Re: [Map] TempleRuin

Post by Constance » Sat Aug 04, 2012 8:10 pm

oh my bill cosby that looks wonderfully detailed, i need to play this.

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Archiive
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Re: [Map] TempleRuin

Post by Archiive » Sat Aug 04, 2012 8:52 pm

Not detailed as i would like actually mostly because of my computer, at some point frames drop is so crazy and it get worse while playing so i try to keep as simple as possible.

Anyway, i will be waiting for your feedback :wink:

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Constance
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Re: [Map] TempleRuin

Post by Constance » Sun Aug 05, 2012 7:06 pm

I've played it, and now I'm here for feedback.
The thing about this level is that it's very graphic intensive, so you need either a good computer or a low graphics setting. The dogs around the level are hard because of their weapons, while you are armed with a knife (until you kill one of them). It's sometimes a bit hard to remember that you need to climb to the highest point of the map, since you have to focus on finding where the enemies are. Also, you forgot to calculate ambient occlusion and the nav mesh. But that's usually what people forget when they make their maps. All in all, i'd give it a 7/10.

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Archiive
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Re: [Map] TempleRuin

Post by Archiive » Sun Aug 05, 2012 7:23 pm

So i totally agree about the good computer thing and i may have pushed it a little too much without thinking how performance will be running on others computer. I can give an advice : don't use the knife to cut throats, depending on your config, you might loose ~10 fps every death.

About the dogs and the objectives, the note at the beginning is here to help you focus on what's essential to do first so that you know when going near the temple that your primary objective is to take care of them. When done you can concentrate on your second objective that is to find and climb your way to the top, if by luck ( or unluck depends ) you first find your way at the top the win trigger should not works, since you didn't complete all of the objectives.
Maybe it wasn't enough clear with the first note?

Also i made this level while keeping in mind that i wanted it to be replayable, so that you can : first do it to take conscience of what is waiting for you and then, if people feel like it, using different strategy and different ways to get to the objectives, using stealthy method or just going to get some actions right away.
At some point myself, since i made the level and played it a lot to see if all work'd out i came with a path that is quicker and safer for me but only because i did the level so many times that i learned from my early mistakes!

For the ambient occlusion, i did calculate it ( also the shadows ) but sometimes when reloading the game and then restarting the map it's just gone. I really don't know why though.

For the nav mesh i have no idea of what that is.. :?

Anyway, thanks for testing my map and taking the time to feedback! :D

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Djemps
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Re: [Map] TempleRuin

Post by Djemps » Sun Aug 05, 2012 10:18 pm

The only time you need to calculate a nav mesh and provide it in the download is if you have actually tweaked any navigation 'planes' etc...

Besides that, it is very easy for any player to calculate shadows, occlusions and nav mesh. Leaving these things OUT of the download is usually best because it drastically reduces its size. Why do you think none of the maps in Anton's SUM Launcher include shadows?

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Anton
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Re: [Map] TempleRuin

Post by Anton » Mon Aug 06, 2012 11:24 am

Djemps wrote:The only time you need to calculate a nav mesh and provide it in the download is if you have actually tweaked any navigation 'planes' etc...

Besides that, it is very easy for any player to calculate shadows, occlusions and nav mesh. Leaving these things OUT of the download is usually best because it drastically reduces its size. Why do you think none of the maps in Anton's SUM Launcher include shadows?
I actually wanted to include shadows initially... but the file size would have been HUGE... also, shadow maps have TONS of files, and the system we had in place to install files couldn't be zipped, so altogether it wasn't working very well... When the new download system is in place, I will re-evaluate the shadow maps, and possibly have them pre-calculated... but yeah, for now everyone will need to calculate their own shadows/ambient occlusion/nav meshes.

EDIT - this map is in the menu mod now too...

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