Quake Live

Quake Live

lun3dm5
17 Comments
guac  [author] 25 Sep, 2017 @ 2:20am 
the author of this map didnt provide bot support for this map either afaik, I'm just a porter not the maker!
[SRRP]SGT.Problem 24 Sep, 2017 @ 12:39pm 
we tested in CA on F.E.C. server. And i tried in local hosting FFA and bots could not spawn.
guac  [author] 24 Sep, 2017 @ 12:02am 
you're going to have to use one of the game modes that is in the .arena file (ie ffa, tdm, ft, iffa, and maybe ca?). If ypu want to play a certain game mode thats not in the .arena file I will be happy to add it!
[SRRP]SGT.Problem 22 Sep, 2017 @ 3:50pm 
map does not load when we vote in on F.E.C. server, says vote passed and nothing happens. Also bots dont spawn on this map.
xXxH4V0K$LUTxXx 26 Feb, 2017 @ 6:11pm 
One of my favorite q3 maps, thanks for porting it.
flowingMind 4 Jul, 2016 @ 4:34pm 
super:BronzeOrb:
Lut3rf3rM0rn1ngSt4r [神鏡] 30 Apr, 2016 @ 9:37am 
even with just 4 FPU this does not explain the real time lag. Intel do not provide RISC technology so floating point calculation is not the issue here
jamezchard 30 Apr, 2016 @ 3:15am 
one of the most beautiful quake3/quakelive map I've seen
puzgyesz 29 Apr, 2016 @ 7:02am 
Very nice job, well done! +1 :)

If you have some time please rate my game as well. Thank you very much!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=674394887
lint 28 Apr, 2016 @ 8:52am 
I left this one out of my Lunaran pack because bots do not move when loaded in QL. If you are not providing bot support, then ok :Unic:
guac  [author] 27 Apr, 2016 @ 7:31pm 
I'd like to thank Matt and Andrew for gifting us with such a compelling map design despite flaws beyond their control that make this sadly unplayable for a lot of people. Personally, playing on this map has sparked a fascination for mapping, I had previously just been interested in the balance a maps layout had, but hadn't seriously appreciated all the things that go into making an interesting map.

I'm going to refrain from correcting grammatical typos in my previous comments, as far as I know all the information below this is factually accurate (you could argue that most games are CPU bound but in my experience that is not the case (I'm not a game developer (for now))).

I find it annoying that I cannot edit previous comments (or if it is possible, the UI makes discovering that capability a rather frustrating exercise).
guac  [author] 27 Apr, 2016 @ 7:19pm 
I made a typo, the first sentence of the second section should read: "Keep in mind that Piledriver has 1 FPU per 2 integer cores (or in their words, 'modules') so effectively you have 4 FPUs"
guac  [author] 27 Apr, 2016 @ 6:20pm 
My only point was that, per the authors experience and not my own, some of the flaws in id_tech 3 become obvious and make this map cpu bound rather than gpu bound.

Keep in mind that Piledriver has 1 FPU per integer core so effectively you have 4 FPUs compared with the 5820K's 6, note that AMD was sued for false advertising in november because of this. Also Bulldozer and later architectures have a higher clock rate than Intel processors, but this is deceptive as Intel processors perform more instructions per clock as well as having capabilities like instruction pipelining that enable more efficient branch prediction.

This isn't to say that AMD architectures are strictly worse than Intel's. AMD processors are generally cheaper than equivalent Intel processors, and for workloads that are _not_ CPU bound (eg most games or server applications) they are probably the better choice, this map is one of a few edge cases where this becomes obvious to a consumer.
Lut3rf3rM0rn1ngSt4r [神鏡] 27 Apr, 2016 @ 1:45pm 
I don't think you are correct., I am running this on a 9590FX, on an ASUS Sabretooth 990 with DDR2400. If a primary core of 4.7 GHz is'nt enough it begs certain questions. I have'nt tried stripping out the eye candy yet
guac  [author] 27 Apr, 2016 @ 10:59am 
Quoting from the first link Shinky:

"[lun3dm5 is] an interesting test case in that it winds up stressing the CPU far harder than the GPU. Modern GPUs handle lots of triangles sharing one texture (the very image of this level) very well, but Quake3's need to touch every vert on the CPU every frame makes for a big bottleneck in roughly all the same cases and thus it simply doesn't scale well to crazy projects like this"

For comparison, my 5820K handles this like a champ and I get 250 fps throughout the entire map

I'd love to port this to reflex which should handle this a lot better, but the sheer number of vertices makes recreating this at least a months work of man hours. The alternatives would be: 1) using the q3toreflex conversion tool that the reflex developers provide, but it is useless as my character won't move in the converted map
2)generating the vertices programmatically but the map editor doesn't allow scripting :(
Lut3rf3rM0rn1ngSt4r [神鏡] 27 Apr, 2016 @ 7:12am 
Jeez, this is pretty..... Like Laputa Minecraft... Damned thing chews my GTX 770 down to 70 FPS in places though?!?!? WTF
FAB 26 Apr, 2016 @ 11:28am 
One of the most beautiful Quake 3 maps.