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legacy-TheRealFluffy
01-03-2004, 01:22 PM
http://www.unrealplayground.com/download.php?mapid=4581

CTF-Zoelatoria, any comments? plz

haven't got pics

legacy-Wolv34ine
01-03-2004, 03:14 PM
Overall I liked this map and its original layout. It does however need serious optimization. For starters there is way too much terrain that simply isnt visible. You got terrain going all over the place and more of them Antalus column meshes than you really need to carry off the effect. Also that truck meshe is 3000 polies a piece and while nice are they really worth it as it are only used once. At least set up a culldistance for it.
THe texture load concerned me too, there are lots and lots of different textures on view. Lots of brushes too, try using semisolid brushes in the walls where you have broken up the base texture, or better still static meshes.
I think this map has potential but you really need to make it run a good deal faster for the people with slower machines. Say an average 15-20 fps quicker overall.
Try manually excluding the zones that arent visible from on place to another and the meshes in each base cull them out where possible, ezpecially those walkway ones, they arent too high poly on their own but throw 4 or five in a row and you got a few thousand no problem.

However, like I say I did like it and the layout was interesting, flag room is a bit spammy though.

legacy-TheRealFluffy
01-03-2004, 08:44 PM
I don't know anymore which version I upped, but my version is zoned, has culldistances and stuff :)

no more lockups...

I know this is a heavy map, 20 minutes rebuilding :eek:

At least I have a gigabyte ram :D

legacy-]SP[jONEz
01-03-2004, 09:08 PM
Downloading now...

It's all about anti-portals, check out this sweet optimization guide here:
http://www.unrealops.com/modules.php?op=modload&name=Reviews&file=index&req=showcontent&id=84&page=1

legacy-MCCCXXXVII
01-04-2004, 12:20 AM
oh you kinda finished it at last :)
was it the intention to let the players be able to get to the beach ? because i can translocate across the fences, and walk to the beach
beach is quite nice, the giant size makes it cool, but it also slows down
your terrain is uter high poly, and you have an incredible large and extremely tesselated fluidsurface :)

the first room inside is better as the flagroom, flagroom also feels more cramped and it looks much less as a unity as the other room
the pillars in the flagrooms are too much imo, they block you all the time and they dont fit at all, it feels highly "placed"
thats a problem on more spots, you used a lot of different meshes and styles and types, it becomes a mess like that, you should base the entire map on a few textures, and a strong texture/mesh theme and style, and keep it at that
light the same, lack of coherence, the colors dont really fit, and are too saturated on a lot of spots (eg the blue)

i can see where the distance fog in the skybox meets a corner btw, kinda notticable

better as your previous ut2 map, but azowur ut 1 ctf thing map was far better in terms of feel around

legacy-TheRealFluffy
01-09-2004, 11:48 PM
http://home.scarlet.be/~pin69975/pages/zoelatoria.htm

legacy-TheRealFluffy
01-11-2004, 12:33 AM
And a trailer of the map 1,33MB, Windows Media
http://home.scarlet.be/~pin69975/other/zoelatoria.WMV

legacy-TheRealFluffy
01-11-2004, 10:19 AM
screenshots updated: http://home.scarlet.be/~pin69975/pages/zoelatoria.htm

legacy-TheRealFluffy
01-11-2004, 05:15 PM
http://www.unrealplayground.com/download.php?mapid=4615

new beta!!

CVROY
01-14-2004, 11:15 AM
Get this beeeeeoch optimized so I can put it on my server:)

Nice map and good layout too. I can see great fun on this map if the optimizations are done.