View Full Version : CTF-MobileArena
Wowbagger
01-06-2004, 12:01 PM
This is my first map. (never heard that before huh? ;))
Altho ive been in this community even before Unreal was released, i have never made anything near a finished map.
After 2/3 of making this map i realised i had a bad FPS problem but thought zoning and "stuff" ;) would fix it.
It didnt , but i finished the map anyway just to be able to say, Ive made a goddamn UT map!!! :)
So, if anyone of you experienced mappers could have a look at it and give me some detailed (cause ive read and tried alot) advice i would be extremely thankful.
CTF-MobileArena (http://w1.161.telia.com/~u16111439/images/Maps/CTF-MobileArena.zip)
http://w1.161.telia.com/~u16111439/images/preview1.jpg
http://w1.161.telia.com/~u16111439/images/preview2.jpg
http://w1.161.telia.com/~u16111439/images/preview3.jpg
legacy-Umbrella
01-06-2004, 12:33 PM
The Images are great!
IŽll grab it!
legacy-drwhojm
01-06-2004, 12:49 PM
:eek: wow! that's your first map?!?!? that looks great! downloading now!
legacy-Teddie
01-06-2004, 12:54 PM
wowbagger, looks awesome man.
For the fps issues though, did you try antiportals and distance culling?
Wowbagger
01-06-2004, 01:33 PM
Thanks all.
@Teddie,
I divided the map in the middle with an AP and that worked pretty good but i couldnt find somewhere to hide it.
As for Cull Distance i guess you mean for the Static meshes?
Yea i have, but the funny thing is that it doesnt even matter if i delete ALL SM:s
Its like its too much BSP in that big open area?
Yoshiro
01-06-2004, 01:39 PM
For some reason the map looks starwars ish to me. Very nice visuals.
legacy-drwhojm
01-06-2004, 02:38 PM
i don't think it's too much BSP.... perhaps it's your lighting that's slowing it down? you did an excellent job lighting
legacy-CyberChrist
01-06-2004, 03:40 PM
Nice looking map. But those floor textures on the upper and lower path surrounding the central part are misaligned. Same problem with the sidewalls of the same section. Also, I find it too plain on certain places.
legacy-Happy_Hamburger
01-06-2004, 05:56 PM
very nice :)
Yoshiro
01-06-2004, 05:58 PM
somebody tell me I"m not alone in thinking it looks starwarsish!
And once again, after I ran through it. Great lighting like was said before. Really like how this map looks.
legacy-CTFX1
01-06-2004, 09:19 PM
Originally posted by Yoshiro
somebody tell me I"m not alone in thinking it looks starwarsish!
And once again, after I ran through it. Great lighting like was said before. Really like how this map looks.
uh, yeah it looks a little starwarish, but not overly so.
btw nice job for a first map, I was impressed mostly with the terrain, although I was a little disapointed the lava wasnt moving but to be quite honest that would have lagged the map completely out. I had 33 fps without bots avg (ouch!) but even still you can now say you've made a ut map :) oh and also I was really laughing my ass off about the three deadly fans you have, and espeacially the one under the deemer :D
legacy-Dregs
01-13-2004, 10:40 AM
Standing at flag and looking towards other base was pretty intense: the triangle count was over 220,000 with average FPS of 11 (ATI 8500) w/7 bots in map.
http://www.charlestonengineering.com/af/basewoapss.jpg
Running "rmode 1" in console, I could see that just about everything was being rendered. I opened Editor, inserted 5 AntiPortals in the immediate wall (leaving doorways open/free) and 1 in the floor, recompiled, and re-entered map with bots. This time the triangle count was 140,000 and FPS average was 22.
http://www.charlestonengineering.com/af/basewapss.jpg
The improvement was significant. As you know, just a nano-inch of a mesh in view will render the entire mesh... and the center door of structure by flag just about allows every single mesh inside each base to be rendered (nothing to do to cure that other than redesign). However, an additional method to stop rendering meshes in other zones beyond our base is demonstrated in a tut by AngelMapper Level Optimization (http://www.unrealops.com/modules.php?op=modload&name=Reviews&file=index&req=showcontent&id=84&page=1) This is great information that every mapper needs to understand and utilize.
Hope this is useful info, Wowbagger.
legacy-cold wolf
01-13-2004, 04:05 PM
Dregs, you are the man. i was just going to point this out to Wowbagger. a sudden drop in FPS right when you're 5 feet from the flag can kill ya and lose the game.
Wowbagger, the gameplay is off the hook, excellent job. i'd like to see a v2 with the level optimizations Dregs pointed out.
it's pretty clutch for a first. keep up the fine work, brah. i'm sure i'll be seeing this beaut on the net a lot when those optimizations are in
CVROY
01-14-2004, 10:11 AM
Optimize this beaut!
This thing needs to be optimized, I know this will be one of the most played maps on my server:)
It's the flag area that needs the most work, gets chopped up real bad.
Other than that this map has great gameplay!
legacy-dib
01-28-2004, 10:28 PM
This looks like a nice map unfortunetly it dosent work for me:cry:
I downloaded it but it wont launch and i put it in the maps part of my unreal tournement installation
CVROY
01-28-2004, 10:47 PM
you might need the DE and Epic Bonus packs then.... I know you said unreal tournament.... but the folder should be Ut2003/maps directory... I hope your not trying it with unreal tournament 99 hee hee
legacy-dib
01-28-2004, 10:53 PM
Could you give me a website for it?
CVROY
01-28-2004, 11:01 PM
Make sure you have Ut2003 version 2225 before you install the bonus packs or it will mess things up a bit.
http://unrealtournament.com/ut2003/downloads.php
Wowbagger
01-28-2004, 11:46 PM
Originally posted by Dregs
Standing at flag and looking towards other base was pretty intense: the triangle count was over 220,000 with average FPS of 11 (ATI 8500) w/7 bots in map.
http://www.charlestonengineering.com/af/basewoapss.jpg
Running "rmode 1" in console, I could see that just about everything was being rendered. I opened Editor, inserted 5 AntiPortals in the immediate wall (leaving doorways open/free) and 1 in the floor, recompiled, and re-entered map with bots. This time the triangle count was 140,000 and FPS average was 22.
http://www.charlestonengineering.com/af/basewapss.jpg
The improvement was significant. As you know, just a nano-inch of a mesh in view will render the entire mesh... and the center door of structure by flag just about allows every single mesh inside each base to be rendered (nothing to do to cure that other than redesign). However, an additional method to stop rendering meshes in other zones beyond our base is demonstrated in a tut by AngelMapper Level Optimization (http://www.unrealops.com/modules.php?op=modload&name=Reviews&file=index&req=showcontent&id=84&page=1) This is great information that every mapper needs to understand and utilize.
Hope this is useful info, Wowbagger.
Thanks alot :up:
Im in the middle of making another map atm but since people actually seem to like it ill try and make an optimized version :)
Thanks all for the kind words :up:
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