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@Skummeh
I am about to publish a new project that I've been working on for the last 2 years or so. Stay tuned! Hoping to publish the first week of March!
At the begining in the pit it runs fine, but after I get up from there it's get a bit laggy here and there. Still playable though. Lags more when enemies are encountered.
I think it started to lag really bad after the big explosion you set off, not during the explosion but after that with the next wave of enemies.
I actually got it fixed for a while. Was reading about lag issues with the Reverb G2 and USB problems came up quite a bit. So i tried changing the USB port my head set is connected to. After that it ran flawlessly for like 5 min. Then it just froze and crashed Steam VR.
I don't really get how the USB is causing this though. With maps that aren't so graphically demanding, it works fine. As far as I know, the USB isn't used for anything graphical, just tracking and possibly for sound.
If you're running a 3070 and it runs fine, would be nice to know where to bottleneck is.
Sorry to hear this map didn't run well on your rig, but as I said, it has been smooth for most people.
As a one man team, no level I make can match the quality and optimisation bar created by the dozens of professionals at Valve who built source 2 and its tools over the decades, but I'm doing my best to optimise with each new project. This one was an experiment for me to learn some new systems that will inform future projects I make.
Have fun in 4k while the rest of us lowly peasants limp around in 1080p :P
I haven't played anything less than 4K in years now. I can't stand having 4K resolution technology available and using 1440P or even the lowly 1080P (shiver).
That said, I don't think the 4090 is ready for 8K, and I don't have, nor want an 8K monitor yet; so I'll be 4K for the foreseeable future. I'm sort of on the fence about the 4090, 13900k setup. I think my 3090FE - 12900k is good enough for now.
I've had quite a few players with lower end systems play this map and its run more or less fine across the board. Glad your experience was smooth and mostly filled with jarring explosions and lightning.
I was using this map as a " benchmark" for particle count as I learned the systems, and I was definitely going for abstract weirdness and hitting the limits of what could be rendered with my current skills. Future projects will be more reasonable, performance wise.
There are a few ways you can trigger " a little too much all at once" if you circle through the level just right and avoid taking down the enemies as you progress. I'd be happy to look at your specific performance issues if you record a play through so I can see your play path and look at trigger sequences :)
I have a i-9900K & a 3090, NVME drive, 64 G of ram, and a Reverb G2v2. So that shouldn't happen. When it does, it means that the game exceeded particle limits. Valve's vanilla never does this because they never get near the particle limits.
At any rate, I tried it twice just to be sure; and then I unsubscribed from a broken mod. I kind of liked it up to that point, but I don't have any patience for broken mods when there is such a huge selection to enjoy.
The very best mods I have played so far are Silver Hill & Red Dust.
Thanks for asking.
It's pretty tough. Enemies are accurate and in strange, distant locations with cover. Then it got really laggy from too much stuff on the screen & I couldn't play it any more.
I’ll be publishing an update with a few refinements in the next few days. If you re play, feel free to share any feedback.
My playthrough: https://youtu.be/5jZ4rhGSEBQ
https://www.youtube.com/watch?v=SpB7bIorsVk
My next project will be a much more varried experience with exploration in balance with combat. FIRE FLIGHT is a pure fight , with very little breathing room ! 😅
Please , share your thoughts and feedback if you try RED DUST :)
I love your suggestion . Hackable lockers on the return run would add a ton of pressure to the ammo search. I’ll give this some thought for the first update I publish to the map. The reason I have so much ammo scattered about is to ensure that players have to scavenge, but no matter which path in and what path out you take , you should always be somewhere close to health and ammo for at least 2 of your weapons. I built DMT as an over the top action sequence against unreasonable odds, FIRE FLIGHT is a more refined action experience where I wanted the player to be able to pressure the combat experience forward according to their play style . My next project will have a much greater focus on tight resources , so stay tuned for what’s next !
Your sense of déjà-vu is absolutely correct . As listed in the workshop page details, FIRE FLIGHT is a massively souped up, re imagined rebuild of one of my first maps called DMT.
I liked the split paths and the unnecessary explosion you do to the building, of course, I went down all of them to get the items. My one critique would be that you do give a lot of ammo and healing, it would be kind of cool to cut that down, and put the rest in hackable containers to only be used once you get the multitool.
I do the exact same thing you do whenever I play. I’m always thirsty for a little more depth.
I will tell you the electricity showcase and the nature of the loop itself was definitely a small call back to HL1 / interdimensional travel . I think you’ll enjoy my next project ;) I’m hoping to add custom voice 😎👍
- Did I_Monarch_I have a bad experience with watching Ratatouille as a youngster, because there were sure a lot of dead rats hanging around those barrels.
- Those awesome effects to where it looked like a G-Man hologram was taking shape made me wonder what was going on behind the scenes.
- When racing back to the original door, and all of those green electrical bolts going off all over the place made me wonder if we might be transported back to the alien world in Hal-Life 1.
- At the beginning of the level, and seeing those 'cave writings' on the walls,was making me wonder if playing this level was some sort of prophecy.
As usual, I'm way overthinking a level, but I do enjoy a level that gets me into a 'fan-fiction' mode.
If this level could have had Rutger Hauer voice-overs through the fog/moke, like "Time to Die', or 'Quite an experience to live in fear, isn't it?', that would have been awesome, or maybe Russell trying to pull a Bishop (Aliens) by stating 'In nineteen minutes, this area's gonna be a cloud of vapor the size of Nebraska.'
I think I know the back facing NPC you’re referring to . I will look into fixing that I’m an update soins . Was it just before the mid way health station section beside the big dumpster / beginning of catwalk ?
Any other feedback welcome as you play and replay!
A spectacular level that I cannot thank you enough for unleashing onto an unsuspecting public.
There was a couple of situations to where I literally up in the Combine's face, and emptying an entire (full) clip, seemed to do nothing until I backed away from them.
- At first I thought the ammo/health was generous to the point of insulting, but I cannot complain for how it turned out in the end. A rationing of ammo/health would have definitely amped up the tension a number of times, but also may have resulted in a lot more restarts than I already had (leading me to perhaps 'Hulk Out'). It's almost like if you cut down on ammo/health, there should also be less encounters. As I'm rambling at this point, I'll shut up.
- The combat, whether near or far, had good suspense, and the relatively tight quarters in moving around the city made the near encounters 'tight and personal', while the far away encounters promoted a good scanning of the area to nail down the precise location.