致命解药

致命解药

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Slavic Village
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678.716 MB
9 月 10 日 下午 4:51
9 月 13 日 上午 8:16
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Slavic Village

描述
Survive in the abandoned village.

This is another demo level that I've reworked into a Survival level. I did actually take the time to build some other areas of the map and make some optimization tweaks so that this can run on a wider range of computers.

There are some hidden keycards that contain goodies, and will grant you access to the vending machines around the level. Some of them are easy to find, and some are more difficult.

Have fun! :)

9/11/2025 Update:
- Fixed misconfigured Zombie entry in BatchSpawner that caused Blue Gem Zombies in Wave 4 to not spawn
- Further optimization attempts to increase performance
- More aggressive foliage culling
- More aggressive LOD reduction to remove distant object detail and lessen GPU strain
- Switched some light sources to Static
- Removed Dynamic shadow casting on all foliage actors

9/13/2025 Hotfix:
- Fixed zombie interval spawn timing on final wave
37 条留言
Icky 9 月 27 日 上午 8:42 
For some reason, the zombies bodies arent despawning, despite me setting the body number to 3, and its causing the computer to chug after piling up 200+
Mr. Fahrenheit  [作者] 9 月 24 日 下午 5:13 
Yes, there is a warning about the performance in the description. This map may not perform well with certain hardware configs.
DeathStiX 9 月 24 日 下午 3:35 
cool map but runs like shit
John Doe 9 月 20 日 下午 10:44 
What helps performance too:

try to place everything that’s repetitive and randomly scattered on the map using the Foliage Tool (shift+3). It’s not just for vegetation (grass, trees) - it works great for rocks, trash (cans, boxes, garbage bags - all that small stuff that brings the world to life), and even bigger objects like cars.
The tool has lots of options - you can paint like with a brush, but you can also place single objects with it, then adjust their position, rotate them, or delete one by one.
The cool thing about the Foliage Tool is that it creates proper instances of objects - each mesh is stored only once in memory, which cuts down on Draw Calls. For example, all the cars placed on the map this way will only need one Draw Call instead of 10, 20, or 100 if you placed them manually.
Just be careful, because you won’t find the foliage tool items in the World Outliner. And they’ll disappear if you delete the geometry they were placed on.
Mr. Fahrenheit  [作者] 9 月 20 日 下午 2:27 
The man himself!

I didn't realize how much that could change the performance... Thanks for the tip, I will look into this for sure!
干饭仙人 9 月 20 日 上午 5:11 
这个地图非常nice
John Doe 9 月 19 日 下午 3:54 
Do a merge on the static meshes. First, to keep things tidy, put the meshes into layers, preferably sorted by size. For example: houses, fences, small junk. Pick the small and medium ones and merge them. Right-click on the selected meshes, choose Merge Actors, and in the window pick the third option: “Mesh components to be replaced by instances” - just leave the default settings.
But make a backup of the map before you do it.

Then check if it actually helps. This level is way too simple to bother with cull distance. It should be running at at least 100fps, no less.
Mr. Fahrenheit  [作者] 9 月 19 日 上午 9:10 
I think the biggest hitter is the view down the street in the very beginning. There are about 1000 different meshes that are trying to be rendered in that scene alone, and that's where a lot of the slowdown occurs.

I've tried to cull and lower the detail of distant meshes, but if I keep calling and editing things then you'll see all the buildings, cars, etc phasing in and out of reality which might be jarring.
maleficer311 9 月 18 日 下午 11:54 
It seems like a such a simple map. I wonder why my laptop cant handle it.
veerld239 9 月 18 日 上午 2:35 
Nice. Thanks for making this. Keep up the good Work.