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Posts posted by Jayarr
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2 minutes ago, KillJoy said:
Just have props built into the map, walking around a massive map with empty buildings kills any rp as no staff wants to sit and build dupes constantly for each build. You can’t perma prop because there’s a limit (Side note tell how the hell each battalion on Endor had fully decked out bunks on a roster for a server box but we can have one per bunks now)
I feel like a middle ground needs to met here though. Game masters were not happy with me when I put props around and cluttered areas they wanted to build in. So, perhaps some buildings should have props (cantina, guild hall, whatever else), while the other 'misc' buildings would remain empty
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What is an ideal village in the eyes of the community? Obviously not everyone will agree, but a general consensus wouldn’t go amiss. I thought I did right by onderons, but it seems not. The feedback would be welcome for any future projects.
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Optimization is certainly not as bad as its being made out to be. The only thing I said was poorly optimized was the trees, because I didnt know how to make collision meshes too well at that time. Otherwise, the map uses practically every single trick in the book for optimizing a source map. Areaportals, visclusters, hints, farz plane, props fade, LODs, vision blockers, npc node paths/hints, etc etc etc. I assure you, the bug testing phase of the map was very thorough. There were things like docks and other areas that got cut because they just didnt meet the performance standards we were looking for.
There is never a proper metric on what makes a map more optimized then another in a multiplayer server, and if I'm being completely honest with you, it all seems to come up to personal opinions and bias more then actual facts at the end of the day. There are certainly maps that run worse than others because of the techniques used to optimize (which I have mentioned), but almost every single map will run horribly on multiplayer. Even the people who made the engine, Valve, have terribly poor performing maps on multiplayer.
Models, lua, player connections, PC hardware, server host, and so on will always drag down anything and everything to the point where it's easy to just point at something and say 'that's the source of the lag'.
I personally can confidently say that Onderon, to me, runs the same as Corellia. Because I am confident that Bananakin took every optimization step that I did too. It runs the same as Anaxes, and Extensive, and Rishi Moon. So on, so forth. It all compares, in my eyes. And again, as I said earlier, that comes down to my experience and my bias.
Now if you're talking optimization in terms of navigation and level design, then meh. Onderon was bad on that regard, I was a new level designer. It was a stepping stone in learning and becoming who I am now, and I continue to grow from it.- 2
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Just now, Caidoon said:
yea it took me FOREVER to teach you basic collision models. Speaking of why did it take you so long to ask me for help?
Hey! Remember that time when you made that joke about collision models? Yeah, well, I've been thinking about it, and it really bothered me. Like, I can't believe you'd say something like that, especially knowing me for so long. It's just not cool, you know? I thought you understood me better than that.
I mean, we've been friends for years, and you should know by now what crosses the line for me. But that comment? It crossed every boundary. It's like you don't even care about my feelings.
And yeah, I get it, maybe you didn't mean anything by it. But intent doesn't erase the impact. It hurt, plain and simple. And I can't just brush it off like it's no big deal.
So, yeah, I'm calling you out on it. Maybe next time think before you speak, especially around someone you've known for so long. End of rant. Mother fricker.
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6 minutes ago, Bananakin said:
It's expected on the workshop, with all the Five Night at Freddies and Skibidi Toilet drooling children. But this is Synergy Roleplay. Not trying to sound like an entitled asswipe. I am open to any and all suggestions, if they are coherent and have value. I know they are working towards getting an update made, so wherever you can make good suggestions, make them. They will be compiled and given to me. It's a map, and I know it's not going to be perfect, not saying it is. It's hard to know exactly what will work and won't work when the map is being made, thus good and quality suggestions can correct any issues you have. I agree being gridlocked on a map can cause boredom with it, so I also think map rotations are good.
This is pretty much what I said earlier as well when people were talking about Onderon. I did not hear a lick of these complaints that people are coming out with now, so I never had a chance to react and edit my map to reflect that. I think workshop behavior describes this all very well.
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I've been sittin here trying to think of something to say, but the sudden hatewave for onderon is just a shock to me. I've got nothing to say to it.
I wish I heard this all when I was around. All I got to see were a few server suggestions, no real complaints.
They're not unwarranted, criticism helps any artist learn. I just wish all of this came sooner.
Regardless, I'll take note of everything said here. I'm not certain if it'll matter for onderon or not quite yet, but I'll certainly take it all to heart for future maps.- 1
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1 minute ago, Claire said:
Onderon. But
Hire a mapper to grab the actual base of Corellia and put it on onderon. And the actual interior of the Jedi temple
Why? The current base allows for role play and extremely easy to learn.
The Jedi temple is small enough for Jedi but big enough so it isn’t crowded.
The outside/surface of Ondrron is great. Allows for RP opportunities and coreellia does not.
I'm geekin'. I never heard all this hate for the onderon base (the interior) when I was around, and I would have changed the base around if I did.
Does everyone else feel this way? I think its an okay interior. I've made better to this day, but I don't think it's *that* bad -
2 minutes ago, Fyi said:
Remake endor without performance issues pls
I liked the time period of Endor (when i was recon reg and marshal) but not the map itself
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1 minute ago, Juggernaut said:
so a lot of the trees are just super jank some have hitboxes way to big while others have none at all so it makes combat difficult
I’ve not heard of this, but it’s not surprising. I made them when I had little knowledge of collision models
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Just now, Juggernaut said:
if the trees are fixed in onderon then Im down for it otherwise +1 Corellia
What’s wrong?
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I have bias I think
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On 4/19/2024 at 4:23 PM, Mystic said:
I dont think thats the case on this map. I don't believe Bananakin maxed out his brushes. As far as i know the void on Onderon existed due to the barrier between layers 1 and 2. So it was simply accidental when created.
If its possible +1. I highly doubt it would impact performance noticeably aside from the dupes that will be spawned in down there.This is all pretty much true.
The reason there was so much space on onderon (the void, as it’s being called) is because I didn’t properly fit the skyboxes proportions to the outer edge of rocks. In part for pilots, but also because I didn’t want to spend 40 minutes each compile trying to see if I got it right.I will say, having open spaces like this when it’s not a necessity isn’t the greatest for optimization. But if it’s tucked in to some corner of the map away from all the clutter, then this is not a big deal in the slightest. Better yet, it could even be its own layer! A layer of void
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It's either this or the citadel. I've already added the citadel, but I can remove it in favor of this if requests
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o7 welcome to valhalla
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4 minutes ago, Mystic said:
this isnt even remotely true. I asked to have them look lore accurate. I was asked to send a photo of Jet and Blackout, which i did. I never specifically pushed for Phase 1 helmets. I specifically pushed for the earmuffs; It is true that when they were sent i said they looked cool. We never pushed for them. Ever. they were just made and shown to me
@Xazecan even confirm that i never specifically stated phase 1. The issues with the helmets were incorrect designs. Which was rectified.agreed. One person can't make everyone happy. If it were up to me now id just leave it up to Jayarr
It's not a huge deal, but there is definitely some form of back pedaling here. It seems to be a miscommunication on multiple ends, but as per what was added by the doc but you guys, there was no indication that it should be phase two. I offered phase two models, and you guys ended up coming back with these on the doc.
Like I said, it is no big deal, but there was definitely a very major lack of saying "this should be the design on the phase 2 helmet".
For reference, this is what I originally made
I don't mind it none too much, but for future reference, and this goes for everyone and anyone, make sure you thoroughly explain what you desire, and thoroughly think about what it is your asking for in terms of the longevity of its existence on the server.- 2
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3 hours ago, Mystic said:
In this sense since this temple is a copy/paste of the Venator temple would we be better off suggesting a copy of another temple? or just putting in a suggestion for a custom temple?
Not asking if you would or if i should, but if its a pain in the ass/impossible to edit, it would be a long term idea to relieve that issue if more suggestions were to arise in the future
We also don't necessarily want to delete it, just to add a brig like section to it for detainment. If that's doable without removing the whole room that is acceptable.Meh, if I'm asked to make a whole new temple then I will. I think this ones fine, infact when I was playing it was hardly utilized at all so I didn't see much harm in its current state
It all comes down to whats voted upon and accepted in the server suggestions. I just be makin the shit- 1
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This might be possible? Depends on how the room is made. I'll check next time I do a batch of edits
To elaborate on that; the walls, ceilings, floors, and trims around the halls of the jedi temple are all big groups of props. This means that some rooms end up being attached to other rooms, so deleting one room might break the other. Might not be the case for this particular room though!- 1
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Yeah this should be fine, none of these are attached to the wall props
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I'd agree with what stockings said; the swep was often times spread around or concealed by players even after an event was finished, and would result in a player randomly turning into a rakghoul even when the event was over, causing chaos immediately.
Perhaps you can add a rule against such usage, or add extensive documentation on what is/isn't allowed, but at that point it wouldn't be that fun because you'd be too worried about stepping on the toes of rules
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i can remove half the bunks up there, are they even used?
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RAAAAAA
ill see what can be done tomorrow and come back with an answer….maybe
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im adding a citadel
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Who's Online 21 Members, 0 Anonymous, 70 Guests (See full list)
New Map Village
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Posted · Edited by Jayarr
Nope, it was inspired by the concept art from Kena: Bridge of spirits. That game might have taken inspiration from Elder Scrolls though, who knows
Also you guys should lowkey thumbs up that map, the closer to 1k likes the better