I enjoyed it but it had some issues and I found it ended rather quickly, I have ai overhaul that increases suspects so I may give this one another go eventually. FPS performance I remember being questionable in some areas too.
Map has serious potential it just needs a little more work! Also the lighting I found difficult to work with like as if I didn't know if it was better to use my flashlight or night vision it made things rather confusing and visibility was iffy.
A great map, well done, this was very enjoyable, intense and not 50 minutes long like almost all vanilla maps. The only thing I would suggest is to remove the office door that leads to the outside, 4 outside doors for a small house + garage are perhaps too many
Map has potential! I really like the layout, the vibe of an early morning burglary gone wrong, the Los Suenos skyline making it fit the lore... but has some issues. My fps tanked, especially inside the house. Has a bit too many suspects and some that don't fit the map (like the homemade hazmat guy from twisted nerve). Some doors have gaps too. But looking forward to see the more polished version in the future!
Thank you for the feedback I've tried to address the FPS issue, I originally had fewer suspects and although it felt more realistic it was also way less challenging. In regards to the suspects character models, yeah they are quite random. I still have to tweak that.
Fluid gameplay, small map, between dark and illuminated. Perfect amount of civilians and suspects, would be great between 1 or 2 booby traps. But the map is brutal!
The map looks great, really liked the atmosphere you created. but i had a couple of issues. One was with the car in the garage, the passengerdoors were flipped backwards (they are inverted on the car model, the back of the doors was towards the front of the car) the other issue i had was performance ( i run a I9 13900, 32 gb ram + 4070) and experienced a lot of stuttering/framedrops all around the map.
And maybe remove 1 or 2 bad guys...?? Right now i felt like there was someone waiting for me in every room and you are ready for that scenario. Perhaps with removing a couple of the tango's you might create a bigger feeling of not knowing in which room the bad guys are to create some more suspense.
Ill take a look at the car in the future. Ive managed to boost FPS by quite a bit. I also run a 4070 and I went from average 58 to about 120fps + on average. There are some areas where it dips to about 90 but definetly more managable than before.
I"d like to figure out how to have the suspects follow a path so that its more of a random chance of encountering them
I have just finished playing the updated map and no more issues with FPS for me, great job! crazy how much lighting can affect the FPS.
To be really picky: if you walk from spawn to the backyard, one of the brushes on the left is clipping into the living room and a cupholder, with some pencils in it, is floating in thin air behind the couch for me.
the darkness is some areas does not bother me at all, SWAT doesn't get to choose when they have to get into action and that is why they supplied us with NVG's, right?
I will look into the tree and cup with pencils. There was a cabinet behind the couch at first but it gave issues for some reason. I didn't realise there was something on top of it when I quickly removed it.
44 comments
Map has serious potential it just needs a little more work! Also the lighting I found difficult to work with like as if I didn't know if it was better to use my flashlight or night vision it made things rather confusing and visibility was iffy.
Im not sure how much more FPS I can squeeze out of it as im not adding a lot of custom stuff to the map.
Shader Optimzation and optimizingf with Reduction Settings can boost FPS.
But I';ll try this and edit my Message;
Thanks for making this map, it's like a vacation home taken over...
The skyline and lighting were great. The decoration was awesome. You have an actual talent for making maps.
A stack up point for entering the Garage from the street would help as well. Framerate was fine for me.
I've tried to address the FPS issue, I originally had fewer suspects and although it felt more realistic it was
also way less challenging.
In regards to the suspects character models, yeah they are quite random. I still have to tweak that.
ENDORSED!!
The map looks great, really liked the atmosphere you created. but i had a couple of issues. One was with the car in the garage, the passengerdoors were flipped backwards (they are inverted on the car model, the back of the doors was towards the front of the car) the other issue i had was performance ( i run a I9 13900, 32 gb ram + 4070) and experienced a lot of stuttering/framedrops all around the map.
And maybe remove 1 or 2 bad guys...?? Right now i felt like there was someone waiting for me in every room and you are ready for that scenario. Perhaps with removing a couple of the tango's you might create a bigger feeling of not knowing in which room the bad guys are to create some more suspense.
Ive managed to boost FPS by quite a bit. I also run a 4070 and I went from average 58 to about 120fps + on average.
There are some areas where it dips to about 90 but definetly more managable than before.
I"d like to figure out how to have the suspects follow a path so that its more of a random chance of encountering them
To be really picky: if you walk from spawn to the backyard, one of the brushes on the left is clipping into the living room and a cupholder, with some pencils in it, is floating in thin air behind the couch for me.
the darkness is some areas does not bother me at all, SWAT doesn't get to choose when they have to get into action and that is why they supplied us with NVG's, right?
I will look into the tree and cup with pencils. There was a cabinet behind the couch at first but it gave issues for some reason. I didn't realise there was something on top of it when I quickly removed it.
Having the same issue