Overgrowth

Overgrowth

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Nad'Zu - Capital of the Rats
   
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File Size
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9.911 MB
30 Sep, 2018 @ 12:01am
3 Oct, 2018 @ 10:24pm
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Nad'Zu - Capital of the Rats

Description
"Are you the one? The one of the prophecies, destined to bring rabbit kind back to it's former glory? For the longest time now, we've hidden in the far, windswept reaches of this accursed continent. All that changes with you. You are the one to single-handedly crush Nad'Zu - The capital of Rats."

A word of warning: This map is incredibly intensive, I'd recommend a 1060 +, or settings all graphics to lowest.

Nad'Zu is a massive rat city, complete with patrols and a roster of unique enemies to hunt down, if that's your thing. Oh, and if you can actually beat the map, screenshot it and post it in the comments, I'm keen to see if it's possible!
10 Comments
Semxy  [author] 23 Aug, 2019 @ 10:02am 
2nd person? More than half of them are rats, easily
dziobson 23 Aug, 2019 @ 6:13am 
Yes, I really enjoyed that version. It was challenging, but not impossible.
Semxy  [author] 22 Aug, 2019 @ 12:31am 
In hindsight, the original version just had far too many enemies, both gameplay and performance wise. I made this quite some time ago when I had very little knowledge of Overgrowth's engine (hence why the terrain is just the cliff props!) or what makes an enjoyable level. You aren't missing out on too much with the lighter version, I think it plays better~
dziobson 21 Aug, 2019 @ 6:54am 
Great map, I nearly completed the less intensive version, but I got killed by the cat. However I got around 18 FPS on the original version. My computer is pretty weak and I'm sure that it's a CPU thing. About checkpoints - what if you made a long horizontal hotspot line between the 2 parts of the city? No matter if you would go thorugh the gate or outside the castle, you would have to cross it?
Ketesi 10 Jan, 2019 @ 2:01pm 
It definitely seems to be a processor thing ; the NPC count is quite directly related to the map's slowness.
I've made something which *might* keep the map runnable and still allow the nice high NPC count of the map, but someone more experienced with these things would need to do stuff like trying to ensure enemies that can see another enemy being killed don't pop out of existence.
I've packaged it as a mod for testing convenience, and it doesn't alter any existing level/control scripts (just adds a new one to make enemies go disappearing), but ofc it'll probably break on any map which doesn't particularly like characters popping out of existence when you aren't looking at them, and will subtly alter gameplay due to "what you can't see is no longer able to hurt you"-ism.
https://20kdc.duckdns.org/og_kmtk.zip
Semxy  [author] 3 Oct, 2018 @ 10:27pm 
Could it be a processor thing then? Like you said, it's probably not the graphics. I've got an 8th gen i7, so that's probably why my frames are steady. Anyway, I've updated the mod, culling everything I'm able to while leaving the map enjoyable. See if it's up to your standards, and as always, feedback is appreciated!
catheterClown 3 Oct, 2018 @ 10:09pm 
I've got a 1080 that runs at 20 FPS, soo.
Semxy  [author] 3 Oct, 2018 @ 10:07pm 
Yeah, I'm well aware of the performance issues, and due to the nature of the map I can't fix it that way. When I'm able to, I'll make a version with less active enemies so everyone can enjoy it!

Ellaborating on the above, the entire map is open at all times, and there's no way to subtly activate enemies except perhaps waves, but that isn't what I was going for. Like I said in the base WS post, It's probably unplayable with anything under a 1060, and even my current 1080 hiccups a bit while playing.
catheterClown 3 Oct, 2018 @ 9:08pm 
I'd totally love to play this level but the performance is terrible on even my machine.
catheterClown 3 Oct, 2018 @ 9:08pm 
Please learn how to enable/disable characters using checkpoints.
Consult this wiki article: https://wiki.wolfire.com/index.php/Checkpoints
And watch this video: https://youtu.be/AUWD8CHDSgM
The bad performance on this level isn't due to the graphics, but because every single enemy is active at all times from the very beginning.
That wiki article includes how to disable characters and objects at "enable/disable actions".

Either split the level into multiple parts and load each part using hotspots/dialogue, or enable sets of characters as you pass through each checkpoint. I can show you how if you can't figure it out, just DM me on Discord.