Released Oceanfront [Final Version]

Discussion in 'Terrains, Levels, Maps' started by dpitkin, Aug 12, 2013.

  1. Kevinescobar

    Kevinescobar
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    Will people with potatoes be able to run it with normal FPS
     
  2. dpitkin

    dpitkin
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    I have no idea. I only have my fast potato with an overclocked i7 and GTX 670 4gb to test it on! But you could disable the water reflections on the ponds and ocean, and delete the lighthouse spotlight. Doing this raises my min FPS by about 10-15.
     
  3. Bob4life10

    Bob4life10
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    my favorite map so far.
    the detail in this map is just awesome. i especially love the work you put into making the roads rutted.
    this map is straight up desktop wallpaper material, and for some reason every time i load it up i feel like im in a horror movie.
    good stuff, i look forward to your future projects if you have any
     
  4. dpitkin

    dpitkin
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    Thank you! I am working on another map but it may be a while until i release it. Unfortunately I am doing the terrain at 1 meter per pixel instead of the .1 I used on this map, this means less detail, but the terrain will be much larger! oceanfront at 1 meter per pixel would have been 16km²!!!
     
  5. DarkXBlaze

    DarkXBlaze
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    I loved the map. ive got one question how hard was it to make the cave and do you think larger cave systems using the method would be feasible time wise? im wanting to make a map with loads of underground caves and off road stuff but atm i dont have a huge amount of time to do it the way i wanted to at first.

    thanks
    ~Dark
     
  6. dpitkin

    dpitkin
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    It wasn't that hard at all. All I did was make a canyon with the terrain and then put rock models on the top. the only problem is this wont look good in the middle of a terrain, it only turned out well because it was a cliff. this made the blending much easier. with land on both sides the difference between the terrain and the rock models would be easily visible, if I were you I would make a topper model with the same texture of the terrain like my poorly drawn image.
    crapdrawing.jpg

    If you really wanted to, I would also model interchangeable cave sections like in Skyrim or Oblivion. This would take a while but it would look much better!

    example.jpg

    Now about the time problem, if you do it like I did, it would take a while to make large cave systems by hand. one way you could be quick, is by making about 4 unique sections of cave, about 20-30ft long, then save each section as a prefab and use those to make long caves. To keep it from looking like it repeats, rotate and scale each prefab randomly and throw in a few extra unique rocks along the way.

    Finally, you don't have to make a level quickly, just take your time and it will turn out better. If you get to busy to work on a map simply stop and start again once you have time. I spent almost a year making a level in Cryengine 2 for Crysis before. when I was busy or ran out of ideas for it I took a few week break and came back fresh and with new ideas! Also I don't show off my levels until I have something to release! that way I don't have to try to release a map quickly for everyone.

    I hope this didn't get too dragged out and I wish you luck on your map!
     
  7. DarkXBlaze

    DarkXBlaze
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    Thanks for the input man! i really appreciate it, ill start working on it soon. may i contact you if i need some advice later on?
     
  8. dpitkin

    dpitkin
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    your welcome! contact me anytime! (but you already know that since we already talked! just didn't want the question to be left hanging)
     
  9. FastestClassic

    FastestClassic
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    Nope. I have a semi-potato (it's okay-ish), and when I loaded up the final version of this map, my game froze for about 6 minutes while loading. When it finally loaded, I opened Fraps and it said I was getting about 3-4FPS.

    On most normal maps, I get around 30-60FPS, depending on the amount of foliage.
     
  10. dpitkin

    dpitkin
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    Wow that sounds a little extreme! there really isn't that much foliage. did you try to disable reflections and the spotlight like I mentioned? the long loading time I believe is because of the terrain, which is a huge 8192x8192 height map at .1 meters per pixel. That's 4 times the amount of data of a 4096x4096 height map! lower end GPUs may not be able to handle that huge increase in polys for the terrain, but I am no expert!

    also how much ram do you have? this map uses a lot and if you are running out of memory that may slow it down. I know that one time I had too much memory being used for the map and the game crashed because of the limits of a 32 bit program. If you only have 2, 3, or maybe even 4 GB of ram, that could cause a slowdown

    I'm sorry it runs slow on your computer, but I build maps to run good on my specs and this one is anywhere from 45-80fps for me. I hope you can get it to run better! the next map I make, I will try keep it easy to run.
     
  11. JoeDirtThe3rd

    JoeDirtThe3rd
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    I get the same thing. Though it never completely loads and only gets 1 fps, (but plays more like 1 frame a minute haha) but that's my laptop for ya. I really like the look just cant play it:p even on FULL MINIMUM haha. I have a i5 processor. pretty standard I think. still trying to disable the water and lighthouse but I have no clue how XD . anyways! very cool map! when I get my gaming PC all upgraded it should be a blast!!!
     
  12. SgtSpike

    SgtSpike
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    It takes a while to load for me, but once I'm in, I can play it fine... i7 950 (3ghz), 12GB, 5870 GPU.
     
  13. JoeDirtThe3rd

    JoeDirtThe3rd
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    yeah I have a i5 processor and 8 gb ram. no gpu and yeah. Disabled almost EVERYTHING still didn't get above 1 fps unless the physic were turned off. Guess this map is heavy duty :p (turned off lighthouse lights, all water, sfxemitters, the rain, the sky, most rocks, most foliage, and still failed on my computer) but obviously it works but I guess its a Hard Core Gaming computer map lol. anything less than i7 seems to be slow on the map. Still messing with it! I really like the map (looked at it with physics off and that seemed to work)
     
  14. SgtSpike

    SgtSpike
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    It's more than likely the lack of GPU that's the problem in your case. A quad-core i5 is basically equivalent to the i7. My laptop, even though it has a 3rd-gen i7, has no GPU, and it struggles to run even the basic GRID testing map depending on where I point the camera. I shudder to think how it might perform on a map like this.

    If you want to check whether it's CPU or GPU bound, a good way to do it is to disable the CPU-heavy part (the phyics) by pressing J, and looking around with the camera. If it's still low FPS, then your GPU is the bottleneck.
     
  15. dpitkin

    dpitkin
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    Yeah this map is definitely not meant for integrated graphics, in fact I never recommend to get a laptop with integrated graphics if you want to play games. Even if the CPU in a laptop with integrated graphics is better I will go for the one with a worse CPU but dedicated GPU. although BeamNG is a game that requires a good CPU and GPU.
     
  16. FastestClassic

    FastestClassic
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    Done and done, but with the same results.

    That's probably contributing to the lag :S

    8GB RAM.

    It's alright, I need to get a new computer anyways.
     
  17. Pinecones

    Pinecones
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    extremely well mad map, good work
     
  18. JoeDirtThe3rd

    JoeDirtThe3rd
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    Yes, I disabled the physics and that's how I looked around the map:) (which is really a pretty cool map and awesome views and roads) I got approximately 130 FPS without physics, but with physics on (and all spotlights, water and rain deleted) still wants to run with less than 1 fps. it says 1, but its more 1 frame per minute on my computer. My laptop is GPU-less and that's the downside for me. But, when I get my gaming computer completely updated, hopefully itll run like magic :D
     
  19. logoster

    logoster
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    oooo, rain, now we need working windshield wiper's
     
  20. Michael

    Michael
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    Seriously my favorite map!
    screenshot_00008.png
     
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