@chrono for the sake of what you believe in, dont ignore this, i will just show an example screenshot i just took on the page of another brower game.
most bad computers dont load modern and new maps in warmerise because of similar issue, the same goes for new browser games.
Rush Team is as old as Warmerise and is graphic-wise equal.
I mean... it's clearly your rig (PC) that's the issue here. Go with the times and upgrade it. I don't see why the majority of users - who have no issues at all - should suffer because of your outdated hardware. My laptop is from 2017 - no issues whatsoever.
The map loads much more slowly than it did the last time. I'm not sure if it's my fault, but the first version loaded in thirty seconds, when the new one takes a minute or so. I guess there are too many destructible walls for it to load, so perhaps you could change it to use a different block texture to show that the stone brick wall is still breakable while the others are unbreakable...
but isnt it possible for chrono to just change the map into a bit lower quality or something? or to use models that are supported for bad computers or stuff like that, with this everyone can play the map which functions the same as the first version, but it would run for everyone. (idk correct me if im wrong)
helloaszzz said:ah then i guess it just makes more sense now, because people say it takes long time but the map loads for them and as you just said about the destructable objects, chrono said he increased the number of these objects, so i guess thats the reason now. but i guess for weaker computers like mine it doesnt load since it cant handle it, or maybe it would take from like 30 minutes to 1 hour to load. lolThe map loads much more slowly than it did the last time. I'm not sure if it's my fault, but the first version loaded in thirty seconds, when the new one takes a minute or so. I guess there are too many destructible walls for it to load, so perhaps you could change it to use a different block texture to show that the stone brick wall is still breakable while the others are unbreakable...
helloaszzz said:Its the number of objects in the scene. When I make something destructible, it needs to have more meshes. I'll probably have to rework my materials system to make cracked stone blocks a texture change rather than a new mesh.The map loads much more slowly than it did the last time. I'm not sure if it's my fault, but the first version loaded in thirty seconds, when the new one takes a minute or so. I guess there are too many destructible walls for it to load
Zentorno said:This isn't a webgl2 issue. If it was, you wouldn't be able to load any maps at all, and the game probably wouldn't even start for you. I see your concerns, I'm not ignoring them, and optimizing the map is something that I've already said I will be doing. However, I cannot guarantee my map works on every computer, especially one that doesn't support a 12 year old rendering technology. You can check again with future map updates, but keep in mind that your computer isn't getting any younger, and this problem is just going to become more common in the future.@chrono for the sake of what you believe in, dont ignore this
Just published a replacement update that I'm calling Version 2b.
Version 2b pending
Adjusted layout to block spawn sightlines
Optimized meshes to reduce loading time (ver. 1 was 13 seconds, ver. 2a was 59 seconds, ver. 2b is 16 seconds on my PC)
fixed lighting bugs
At this point I'm not sure how else I can optimize the map while keeping the original vision. The sound issues are coming from the way destructable objects are destroyed. When damage is dealt to a lot of objects at once, the server seems to iterate through all of them and break them one at a time, so the audio appears to repeat itself as each tile breaks. This doesn't happen when testing locally, so I didn't realize it would be an issue until it went public.
There's probably not much that you can do. The server has to synchronize destructable objects, so that other players see them as "destroyed" as well. It works well when you use them sparsely. I doubt Max ever considered seeing players making spleef maps (or maps with such an absurd amount of destructable objects) when he invented that feature.
chronospectrum said:Hey guys, chrono here!
I’ve added a custom map to the game called Precipice. It’s a direct copy of the Spleef gamemode from Minecraft, implemented here by abusing the destructible objects system. I’ve actually had the idea for this for years now, but haven’t had the inspiration to make it happen. Consider giving it a try, now that it’s done. I’d say its probably the most unique map in the game.
I’m about to go into a long winded explanation of the map, so if you don’t care you can skip the rest of the thread.
This map was cranked out over a weekend with design feedback from some friends (and my fiance <3), and I’m mostly happy with how it turned out. The name Precipice is one of the music discs in Minecraft.
I made sure to design each block as a modular prefab, and sometimes nested prefabs into other prefabs. This really paid off when placing several hundred glass panes as a group took seconds instead of hours. The destructible walls are prefabs as well, with each destruction “layer” being its own prefab. This saved my *** more than once when I needed to change one object in one destruction layer, and the other 9 objects updated automatically.
Another thing that prefabs allowed me to do was perfectly align blocks to the grid. Unity and Minecraft both have a 1 meter grid, though a Minecraft player is 1.8m and a Warmerise player is 2.1m. Having blocks, or groups of blocks that snap to a 1m grid saves a TON of time when laying things out. The time it takes to set up your prefabs to do that is a great investment, so it was good to do it early.
I tried to be efficient where I could be with polygon count since the glass tiles were going to be a metric shitload of tris, so pretty much any multiblock structure you see on the map are just one cube, scaled up to the final block size, then I used ProBuilders UV editor to scale the texture the correct amount.
The main feature of the map, the destructible glass tiles, are a glass destructible object with a 10 hp mesh. White glass tiles are actually 3 layers of glass tiles with 10 hp each. I wanted to find a way to make tiles more resistant to grenades, and having 3 layers means that a tile could now take 3 explosions (or 3 bullets) before breaking. I chose not to do that to the colored glass to allow them to break in one bullet. When a tile breaks, it will play one of three breaking sounds. I could afford to add more sounds than I normally would because the textures for all the blocks, taken from the minecraft wiki, are less than 32x32 px. In fact the map is only ~5 MB despite the skybox being 6 1024x1024 pictures. There's also a few easter eggs that took up some storage space.
One of the things I’m not happy with is the skybox resolution. The images used for it are from a real minecraft world with shaders and Distant Horizons running. It was originally going to be set inside a medieval town, but it looked unnatural and made the map feel really small. Having it be suspended really high above the world ended up being better in the end, because a fallen player will ragdoll down all the way to the bottom which looks really cool.
I know that Max recommended not to have an “info” screen for the map thumbnail (recommending an overview of the play area instead), but I felt it was really important to stress the notes I have for making the game more fun on this map.
Originally I had an invisible ceiling just above the stone blocks so players couldn’t climb on them, but playtesting showed that it just felt too cramped so I raised it back up so you can just fit on top of the tall pillars. An added bonus to that change was that you can parkour over the stone like those brainrot short-form videos with content stolen from /r/askreddit and read by an AI.
As I’m writing this, I’m not totally happy with the map. There’s a few bugs that drive me crazy when I see them, the sound isn’t quite where I want it to be, and I cut features that I had an idea for really late in the process. Unfortunately, time is finite, so I’m going to call it complete. Its better to release an imperfect product than chase perfection forever.
My maps have always been a push to make the custom maps system do new things, and this is another extension of that. I think that there’s still a lot of room for creativity even with the limitations of the system, and I think it’s a shame that players seem to be content with simpler maps. To any other mapmakers who happen to see this: You can aim higher. Learn and improve with each map you make. Keep making maps, even if they’re not very good. But always look to make the next map better using what you learned from the last one.
Patches:
Version 2a cancelled
Adjusted building health
reduced glass volume (-50%)
made more things destructible
Want to know something that can we create Warmerise maps in Godot game engine? And in which format we have to publish our map?Version 2b pending
Adjusted layout to block spawn sightlines
Optimized meshes to reduce loading time (ver. 1 was 13 seconds, ver. 2a was 59 seconds, ver. 2b is 16 seconds on my PC)
fixed lighting bugs