Gamestudio Links
Zorro Links
Newest Posts
nba2king Latest Roster Update Breakdown
by joenxxx. 10/14/25 06:06
Help!
by VoroneTZ. 10/14/25 05:04
Zorro 2.70
by jcl. 10/13/25 09:01
ZorroGPT
by TipmyPip. 10/12/25 13:58
Sam Foster Sound | Experienced Game Composer for Hire
by titanicpiano14. 10/11/25 18:45
Reality Check results on my strategy
by dBc. 10/11/25 06:15
AUM Magazine
Latest Screens
Rocker`s Revenge
Stug 3 Stormartillery
Iljuschin 2
Galactic Strike X
Who's Online Now
2 registered members (AndrewAMD, Quad), 9,160 guests, and 2 spiders.
Key: Admin, Global Mod, Mod
Newest Members
joenxxx, Jota, krishna, DrissB, James168
19170 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 2 of 2 1 2
Re: fast running levels #486
03/01/01 04:26
03/01/01 04:26

A
Anonymous OP
Unregistered
Anonymous OP
Unregistered
A



Spectre nails it again!
Build times can be a pain...
RUN times are what count!
Maybe there's need for one of Doug's famous workshops, here...

[This message has been edited by NeutronBlue (edited 28 February 2001).]


Re: fast running levels #487
03/01/01 12:12
03/01/01 12:12

A
Anonymous OP
Unregistered
Anonymous OP
Unregistered
A



thanks guys for the discussion,but does anyone know where I can get Quake level
designing tutorials ?
..thanks again
....zazang


Re: fast running levels #488
03/01/01 16:19
03/01/01 16:19

A
Anonymous OP
Unregistered
Anonymous OP
Unregistered
A



LOL last I checked, Doug didn't do levels

Zazang: Try Rust.
http://www.gamedesign.net/tutorials/

Actually, I kicked around the idea earlier this morning of doing a "Level Design Tips and Tricks" tutorial. Including caverns, Building interiors, Urban areas and the outdoors.

But, I figure there'd not be enough interest in it to bother. Too bad.

------------------
"Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning."

Spectre


Re: fast running levels #489
03/01/01 21:12
03/01/01 21:12

A
Anonymous OP
Unregistered
Anonymous OP
Unregistered
A



DARN! I know at least one person that would love to just READ your tips (without even a whole tutorial)...

Re: fast running levels #490
03/01/01 22:54
03/01/01 22:54

A
Anonymous OP
Unregistered
Anonymous OP
Unregistered
A



Spectre,
I didn't mean for Doug to do *another* level design tutorial.
I mean a more technically in-depth "article" on the beefy particulars of cranking out the highest performance from the A4/A5 engine during "runtime".
The tradeoffs of "this versus that".
I remember something from a while back talking about prefabs vs. models vs. map entities...and how they affect engine performance.
THIS is what I'm talking about, but from a more programming/design point of view.
(I desire "hard numbers", if you will...)


-Neut.

[This message has been edited by NeutronBlue (edited 01 March 2001).]


Re: fast running levels #491
03/02/01 04:27
03/02/01 04:27
Joined: Jul 2000
Posts: 8,973
Bay Area
Doug Offline
Senior Expert
Doug  Offline
Senior Expert

Joined: Jul 2000
Posts: 8,973
Bay Area
quote:
Originally posted by Spectre:
LOL last I checked, Doug didn't do levels

What do you mean? My Venture workshop has great level design in it. Take two blocks and hollow them, remove the top of the inner block, texture and build and you are in a medievil courtyard.




Conitec's Free Resources:
User Magazine || Docs and Tutorials || WIKI
Re: fast running levels #492
03/02/01 22:45
03/02/01 22:45

A
Anonymous OP
Unregistered
Anonymous OP
Unregistered
A



MedievIl

Re: fast running levels #493
03/03/01 00:10
03/03/01 00:10

A
Anonymous OP
Unregistered
Anonymous OP
Unregistered
A



yeah and I think the venture workshop runs pretty fast too! LOL!!!

But as to all this broo-ha-ha about fast running levels. There is a compromise you have to make. I am working on a "library" level. If I put all the bookshelves in it a normal library would have, NONE of the bots can find their way around efficiently. So I remove a few tables, widen a few corricors, throw out some bookshelves and things get better. What is the most complex and realistic in level building often translates into lousy runtimes and gameplay. What we forget as "artists" is that the objective is to engage an enemy, solve a puzzle, and navigate our way through a building; not build a "realistic" building.

By the way, I moved the origin up high on a model and made him taller. He now leaps over the tables to come get me.


Page 2 of 2 1 2

Moderated by  HeelX, Spirit 

Gamestudio download | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1