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Beta Map [MAP]WF-Rue du Manchot

I like the setting, makes a nice change from the towns of France in summer.

First observation is there is something very off about the lighting in places on character and vehicle models. The half-track is pitch black in some areas for whatever reason. Maybe just my computer doing this.

http://images.akamai.steamuserconte...026/3381D32D016DB7EEA7C3D81D305384967AE6B0F2/
http://images.akamai.steamuserconte...650/06AAF49DBD54F112A9A8A209D4DE7E1BFF35F771/
http://images.akamai.steamuserconte...898/0BDF5FAA474D48BF58F7D5F3C87E8C7201D420F7/
 
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I like the setting, makes a nice change from the towns of France in summer.

First observation is there is something very off about the lighting in places on character and vehicle models. The half-track is pitch black in some areas for whatever reason. Maybe just my computer doing this.

http://images.akamai.steamuserconte...026/3381D32D016DB7EEA7C3D81D305384967AE6B0F2/
http://images.akamai.steamuserconte...650/06AAF49DBD54F112A9A8A209D4DE7E1BFF35F771/
http://images.akamai.steamuserconte...898/0BDF5FAA474D48BF58F7D5F3C87E8C7201D420F7/

No, the author is aware of this and we are unable to figure it out at the moment.
 
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Thanks for the feedback! I was having some internet issues preventing me from posting on the forums myself so thank you Nymets for that. I should also mention that the trees are the work of Postamenos, and the fire barrels are temporarily borrowed from Stalingrad-Kessel.

Lighting is the main issue I have had with this map. I actually made everything in it this winter and only now has the lighting gotten to a playable state (there were very noticeable wierd patches). The builds for some reason take about 20 hours which has prevented me from tweaking lights to quite where I want, although I could easily address the reinforcements issue and things like spawn protection, reverb, etc. Right now I am working on something else big, but I can still make small changes like that, and hopefully soon I can come back and give this map the attention it needs.

If anyone also has any feelings about balance, particularly pertaining to reinforcement times, weapon loadouts, and artillery times and counts, those I could do a hotfix on too.
 
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I haven't played the map online, but testing it offline revealed to me that it needs heavy optimization. I usually get 90+ fps on most maps, but this one pushes me all the way down to 40 fps. I think the problem is tree density. It's just too many to render at a time. It might be another issue though, as I do remember nymets had optimization issues with his first map and reducing the number of trees didn't help much. Not quite sure what he did to fix it though.
 
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Yeah, I can reduce draw cull, and introduce more specific cull volumes if necessary. That should fix it. How many bots were you running it with? (edit) ninja'd I do have a cull volume, but I suppose I will reduce the total view distance a bit further.

See how it affects the trees mainly, with your fog trees arent visible beyond a certain distance so they dont need to be rendered. I would check Winterwald and see how danh set up his culling because it is so similar with large amount of trees
 
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Here is a slightly more optimized version, but unfortunately until I can address the root of the problem (i.e. have time to figure out the lighting issues), I wont be able to significantly increase fps. I also increased the reinforcements to 350:575. I want to maintain a feeling of being overwhelmed for the Americans.

https://www.dropbox.com/s/yzq4duvpomu1nxe/WF-RueduManchot2A.roe?dl=0

Once I get the chance I will probably actually end up adding many more trees to break up sightlines further and allow me to lower cull distance. Also I will curve the roads up a lot more and make it so that the draw distances dont have to be so long solely because of the need to look down a road without everything dissapearing at the end.

Also, there isn't a significant fog presence yet, so I could always resort to ridiculously high levels of fog like in Winterwald.
 
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