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Re: [Moderate] Daunell [reworked map]
Posted: Tue Jul 21, 2015 7:32 pm
by deen
Send me the sound file,ideally the original source. I can usually reduce the file size without losing quality.
Dilate the logo.
Added to planned releases for Thursday, if anyone wants to take a final look, do so.
Re: [Moderate] Daunell [reworked map]
Posted: Thu Jul 23, 2015 5:48 pm
by deen
Logo needs to be dilated still (not made bigger, run through the dilate tool), there should be 1 sound source with para 0-0, not 50 sound sources spread over the map. Considering that there are such simple bugs, I'll not release the map today and rather wait for someone to test it properly.
Re: [Moderate] Daunell [reworked map]
Posted: Thu Jul 23, 2015 7:43 pm
by Lady Saavik
map looks too cinfusing and complicated so I didn't understand the gameplay sometimes
and I hate the idea to put cehckpoints everywhere
your Novice maps were better
you can easily skip the start and switches - take CP4 and go left into tele where unsolo is (make this checkpoint AFTER the start line...)
Re: [Moderate] Daunell [reworked map]
Posted: Thu Jul 23, 2015 8:10 pm
by Evoli
I cant believe, that Im doing so much stupid bugs....
I will next time looking better at my map at some other maps...
P.S. should I do make a Demo how to finish this map?
Re: [Moderate] Daunell [reworked map]
Posted: Thu Jul 23, 2015 8:33 pm
by Welf
i played the map 1 1/2 times i think, so gameplay should work

Re: [Moderate] Daunell [reworked map]
Posted: Fri Jul 24, 2015 10:34 am
by Evoli
Im apoligize what fore silly Bugs i maded, next time o should take a better look to my maps
Music updated, no more laggs in the music itself....
heres the updated Map: (thx deen how to use the Sounds with low bitrate ^^, deen i just made the Logo tiny, so it looks ok)
Re: [Moderate] Daunell [reworked map]
Posted: Fri Jul 24, 2015 12:23 pm
by deen
Now you reduced the bitrate too much, music sounds bad to me. The version I gave you sounded better and was only slightly bigger. You also replaced the dilated logo with the undilated one again, so I fixed both again:
I guess this whole stuff with getting the mapres right is not easy, people make mistakes there always. I would appreciate if someone writes some more tutorials.
To compare music quality, always compare to the original source and always use the highest quality source you can find. Play a short piece from the source, then your converted sound file. Increase the bitrate until you can hear no difference or the difference is small enough.
For comparison, here's how your undilated logo looked and the dilated one:
Re: [Moderate] Daunell [reworked map]
Posted: Fri Jul 24, 2015 12:26 pm
by Evoli
deen how about making a video, how to make sounds with Opus or something?
this would really help for players
Re: [Moderate] Daunell [reworked map]
Posted: Fri Jul 24, 2015 12:35 pm
by hi_leute_gll
deen wrote:
I guess this whole stuff with getting the mapres right is not easy, people make mistakes there always. I would appreciate if someone writes some more tutorials.
Well...about logos you basically should just care that height and length are in steps of 64 pixels and that the final mapres ran through the dilate.exe.
Placing it as quad with aspect ratio and it should be fine as long as the mapres was made with goood quality.
Re: [Moderate] Daunell [reworked map]
Posted: Fri Jul 24, 2015 12:36 pm
by deen
Evoli wrote:deen how about making a video, how to make sounds with Opus or something?
this would really help for players
Since I'm on Linux and most mappers are on Windows, I don't think anyone would appreciate my methods. I start by converting the original source to wave, in this case this mp3 file:
https://db.tt/CrgK4R2N
So I just run
Code: Select all
ffmpeg -i keygensong.mp3 keygensong.wav
Next I convert with opusenc to Opus, starting with a bitrate of 10 kbit/s:
Code: Select all
opusenc --bitrate 10 keygensong.wav keygensong-10.opus
It's quite small, but sounds terrible:
So I increase the bitrate and do the same with 20 kbit/s:
Code: Select all
opusenc --bitrate 20 keygensong.wav keygensong-20.opus
It's much better, but still not good enough, it sounds a bit dull, you notice the missing details:
So the final step is
Code: Select all
opusenc --bitrate 30 keygensong.wav keygensong-30.opus
Now I'm happy enough with the result and can add it to the map: