Showing thread: SKYSCRAPER THREAD 2: ELECTRIC BOOGALOO
Ranma
Onion Knight
BLID: 11167
April 27, 2016 15:13:40
Skyscraper has been on the server for about a month, and so far I've been able to get a general consensus on opinions for the map. The most prominent issues I've heard from most people is lag, camping, and faulty teleporters (including the teleporting system for falling off the building. There are also a few things I've noticed not working properly that haven't really been addressed, as well as some weird changes to the map that I have no clue why they were made. Anyways, efforts to optimize skyscraper for lower-end computers and fixing up the teleporting as well as other issues are currently ongoing. As of now I've been able to reduce the brickcount from 176k bricks to approximately 150k from making the buildings about 1/4th shorter. I'm hoping to be able to cut that down to about 100-90k bricks after I go through it and tweak other things. If anyone would like to suggest some things I should consider modifying, please do so before next week. This will the the last opportunity to suggest anything for the map and it would be greatly appreciated as my goal to make this the best map on the server can't be reached without your opinions. Lastly, I'm also planning on making (or having someone else make) a method of unloading and loading buildings based on the amount of players online in order to make gameplay feel less fragmented on the map. I don't remember who mentioned this, but after some consideration I've decided that since I can't really control how many players are on my map, it'd be better if players could influence how much map there is. If I can succeed in my idea, what would happen is that there would only be a certain amount of buildings based on playercount (e.g. only main building loads if playercount is less than 10, two if playercount is greater than 10, and all three if playercount is greater than 20). The likeliness of success for this is slim, though, as I don't even know if something like this is even possible. I thought of just having three different saves with different amounts of buildings that would load to correspond with playercount. Any other ideas on how to do this would also be appreciated.
Newton
Cat
BLID: 164884
April 27, 2016 17:46:59

Quote from: Luneth
If I can succeed in my idea, what would happen is that there would only be a certain amount of buildings based on playercount (e.g. only main building loads if playercount is less than 10, two if playercount is greater than 10, and all three if playercount is greater than 20). The likeliness of success for this is slim, though, as I don't even know if something like this is even possible.
I believe that this might be possible, given that on, I think, Scenery(Gytyyhgff)'s Battlemix server there is a detector for playercount which prevents voting for certain maps if the maps are too small to fit the playercount. Because of this, there might be a way to convert this event to destroy or load bricks. Of course, for this to be possible, there would have to be more changes to the game, such as, well, this idea, and like a little break inbetween rounds when the playercount gets too high/low for around 3-5 rounds.
I'm not an expert on coding and how all this works, this is just what I think out of what I have seen.
Ranma
Onion Knight
BLID: 11167
May 31, 2016 20:18:27
A new revision for skyscraper has been completed. Finally, the optimized and working version is finally here. No screenies for now, since everything generally looks the same. Just imagine the original screenshots without the two extra buildings.

Major changes:
The biggest change, and probably the most important change: all three skyscrapers have been merged into one building; The main building now contains ALL of the floors from each skyscraper. They are all connected with staircases. The main building has also been shortened.

Telehub has been replaced with the (hopefully) fool-proof "Elevator Hub". The elevator hub essentially has the same function as the telehub, however the elevator hub is an actual room within the building that can only be accessed via elevators. Elevators work pretty much the same as normal teleporters and are pretty straightforward. The roof cannot be accessed via elevator.

Normals will now spawn in the elevator hub after picking a class. From there, they can go to whichever floor they please. Bosses will still spawn in the same three areas as before.

The teleporting system for falling off the building has been fixed (Yes, even William and Medusa will not get stuck now). Falling off the building will result in being teleported back to the elevator hub and receiving a -70 HP penalty.

Easter Egg floor has been completely removed due to lack of space and lack of motivation to make it work properly.

Minor Changes:
Some new, different chest locations.

Black modter inside buildings has been removed and windows have been painted a solid color to cover hollow areas in the building.

Map barrier is now smaller and more compact due to lack of extra buildings.

I'm going to buff out a few more things and make sure I haven't forgotten anything and then I will be giving the new version of Skyscraper to Pecon. This version has a slightly higher brickcount compared to the current version on the server (My revision has approximately 67k bricks while the other version has around 49k bricks). Nevertheless, the brickcount is still EXTREMELY small compared to the original whopping 170k bricks. At this point, any complaints about lag will be ignored by me. My only suggestion is to lower your fog settings if you some how still lag.
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