View Full Version : DM-Tintagel
legacy-amoc
06-06-2004, 11:14 AM
Name: DM-Tintagel
Version: 1.0c Final
Compatibility: UT2004
Description:
On top of a wind swept mountain lays castle. Once a place of peaceful contemplation, now an arena for all out carnage.
To battle here is to battle among the gods and being victorious will ensure your immortality.
Comments:
From forum user feedback and testing the following improvements and changes have been made –
Fully Optimized.
Revised weapons and weapon placement.
Expanded and enlarged hallways.
Small visual tweaks and improvements.
Credits: Phillip ‘Amoc’ Phair
Screenshots:
http://www.psine.com/Images/DM Tintagel/opt/Final1.jpg
http://www.psine.com/Images/DM Tintagel/opt/Final2.jpg
http://www.psine.com/Images/DM Tintagel/opt/Final3.jpg
http://www.psine.com/Images/DM Tintagel/opt/Final4.jpg
Homepage: http://www.psine.com
Download:
Mirror 1 - Zip File (http://www.unrealplayground.com/download.php?mapid=5933)
Mirror 2 - Zip File (http://www.pcgamemods.com/5623/)
Mirror 3 - Zip File or Self Extracting File (http://www.psine.com/DMTintagel.htm)
Radiosity
06-06-2004, 12:09 PM
Looking suweeeet indeed :)
*Me downloads
Oh, and you should change your post icon to something other than the Official icon, unless you really want an instant ban ;)
legacy-amoc
06-06-2004, 12:18 PM
Thanks for the tip.... didn't realize that was what I had done :eek:
Icon all fixed.
legacy-thekaLi
06-08-2004, 08:34 AM
looks just awesome
*DOWNLOAD* :DDD
legacy-Spam Saviour
06-08-2004, 09:48 AM
Still runs quite slow for me compared with stock UT2004 maps. Not just in certain areas but all over. Not surprising though with the high poly counts on those static meshes (got upto 250,000+ polys in view at times). Even though the visuals are incredibly good, if it limits the people who play it to only those with high spec systems, then IMO that is a negative point. Flow of the map is about average, with corridor areas being ok but sometimes things like the bannisters get in the way in parts. The spiral staircases kinda screw up the flow a little but not too much of an issue.
Overall pretty good but the FPS issues were a problem for me.
legacy-AnthonyC
06-08-2004, 10:10 AM
Incredible map. Visuals are top notch. I downloaded the beta version you had on the forums a little bit back and this is MUCH better.
The work you have put into the map really shows. Static meshes look great and go well with the map style. I noticed little to no shimmer on the meshes.
Game play is good and I disagree with the comment about the bannisters, I think they add to the gameplay ( you can use them for cover in a heated battle :)
And as for performance, I have no issues with the fps, plays well for me.
Good stuff.
legacy-brumba
07-09-2004, 01:05 PM
This is an awesome level.
Great architecture and very atmospheric. Really like the tight spaces and real place look.
Too many levels try for an open arena that lacks any real feeling of a believable actual place.
Great! :up:
legacy-Mr_Caravaggio
07-09-2004, 01:43 PM
I almost didn't download this off of PU because there wasn't a screenshot included. Lucky I checked here.
legacy-REMF
07-09-2004, 01:48 PM
ace, coming down.
legacy-MXFoX
07-09-2004, 02:29 PM
Wow Nice map!:up: :up: :up:
legacy-Lord_Hades
07-09-2004, 04:09 PM
Looks very nice, one of the rare map that I am actually going to bother download :D
EDIT: s_meshes are pretty inconsistant, some are nice, but others are definetly lacking some polish (no smoothing group on rounded shapes? :o ). Also the lighting could be improved a lot.
The gameplay is idd inexistant, but I don't think it was the priority of the author ;)
legacy-Redeem_This
07-09-2004, 04:54 PM
cool looking map will download!
legacy-totalloser
07-09-2004, 05:14 PM
is a good map but the corridors are a bit too wide but not too much, also I found places that werent textured but they aren't a concern to me, overall it's a nice map:)
legacy-Noz
07-09-2004, 05:44 PM
The map is pretty nice in visuals (although it could be better, lighting really needs work and those staircases look really bland and cramped), gameplay is nower to be seen however :).
legacy-[ND] neoduck
07-09-2004, 10:06 PM
am i the only one seeing an extreme lack of visual polish? i mean sure, the meshes are very intricate, but they are excessive, and sloppishly implemented. BSP is just way over the top. the lighting is lackluster also.
on the other hand, i can see the author has a talent for making some pretty sweet ass meshes, and when he gets more adept at implementing this skill properly, i look foward to seeing the result.
legacy-digital orgasm
07-09-2004, 10:14 PM
Tried it, altho nice to look at, I wasn't that impressed with the gameplay, just felt ordinary to me.
legacy-Noz
07-10-2004, 06:59 AM
Originally posted by [ND] neoduck
am i the only one seeing an extreme lack of visual polish? i mean sure, the meshes are very intricate, but they are excessive, and sloppishly implemented. BSP is just way over the top. the lighting is lackluster also.
on the other hand, i can see the author has a talent for making some pretty sweet ass meshes, and when he gets more adept at implementing this skill properly, i look foward to seeing the result.
That's about the same as i said :P.
legacy-amoc
07-13-2004, 04:14 PM
My web site has been inundated with people downloading this level, so it’s great to see so many people like it and want to play it.
I appreciate all CONSTRUCTIVE criticism, both good and bad on the map, so thanks to all those people who have given me some feedback.
As this was my first Unreal Tournament level, I am very grateful to have received an Honourable Mention in the Make Something Unreal Contest Phase 3 competition. The calibre of the entries for this competition from some of the great mod and level makers in the Unreal community was amazing, so I feel extremely lucky to have even rated a mention.
I’m currently working on a new level for UT2004. Check out my web site (http://www.psine.com) for some details and early pictures of some of the models I am creating for this new map.
I have also updated the 3d Models page with some new models as well as some of the meshes from DM-Tintagel, so if you would like to download any of them, feel free.
:)
Angel_Mapper
07-13-2004, 04:19 PM
Originally posted by amoc
I have also updated the 3d Models page with some new models as well as some of the meshes from DM-Tintagel, so if you would like to download any of them, feel free.As long as they're not as high poly as I remember them being. ;)
legacy-amoc
07-13-2004, 04:29 PM
That rug episode will haunt me forever!! :cry:
Rest assured there will be a good selection of low poly models to balance things out, but the engine can do sooo much more ( you just need to give it a decent graphics card to play with.. or lower the details or screen res!)
Almost all the new models you see on my site for the next level are under 500 polys, so things should run smoothly.
However the specs for the next level will still be a ti4200 and up, cause that's what I develop on. ;)
Angel_Mapper
07-13-2004, 04:48 PM
Just took a look at this new version, and I'm a bit confused as to what you changed. It's still horribly optimized, 400,000 polys in the worst case views where the worst Epic levels I've seen peak at 160,000. You have 61 completely useless antiportals just making things worse, and entire oceans worth of FluidSurfaceInfos crammed into tiny pools. :(
After that I would say the lighting needs work too, generally you never want to use an AmbientBrightness value at all.
legacy-amoc
07-13-2004, 04:59 PM
Not sure what 'new version' you are talking about? :confused:
I have not released a new version of DM-Tintagel since the last final version (1.0c) over a month ago.
The next level I am working on is DM-Bellinasmale and it hasn't been released yet and will not be for a little while.
That's the version that features the new low ploy meshes and models that are displayed on my web site.
Thanks for the tips, but I have also read a few tutorials that say that ambientbrightness ( a little ) is a good thing to soften up the shadow areas of a map.
It's the same sort of think artists use with 3ds Max to soften dark areas of a rendering.;)
Angel_Mapper
07-13-2004, 05:16 PM
In the Unreal engine it never looks good. :bulb:
legacy-*7][e0Dor*
07-13-2004, 05:24 PM
i think that for gameplay purpose .. a bit of ambientbrightness is good ... maps too dark aren't very good for league etc .. (apart from CTF-Drunklet :weird: )
also for big rooms using ambient brightness and less normal lights is better imo and is more fps friendly
like .. uhmm 10 is a good value
Angel_Mapper
07-13-2004, 06:14 PM
If you name any of your favorite Epic maps I can almost guarantee that they don't use AmbientBrightness. That property is just a crutch for people that haven't had enough experience with lighting.
legacy-Noz
07-13-2004, 06:39 PM
I do think that ambientlighting is usefull in large outdoor areas though. For indoor it's better not to use ambient lighting indeed.
Sorry for this post, in this thread, but here are really good mappers, and i have a question, where i can found a really good lighting tutorial?
Thx for any answer :up:
Angel_Mapper
07-13-2004, 08:00 PM
DavidM's is the best I've seen.
http://www.planetunreal.com/teamvortex/davidm/lighting.html
It's for UT99 but still applies.
legacy-*7][e0Dor*
07-13-2004, 09:15 PM
meh .. found it :D
ctf-de-elecfields
ctf-absolutezero
ctf-december
ctf-sulphur2k4 (not by epic)
btw i think you're right ... ambient brightness should be use only in outdoor areas or very big rooms ... i'll take note for my map :)
legacy-CBA`ken
07-15-2004, 06:02 AM
great thnx :)
Angel_Mapper
07-20-2004, 05:37 PM
Another thing I just noticed is the map's file size is gigantor. All of your mylevel textures are DXT5, even the ones with no alpha. I would convert these to DXT1, and the ones with alpha to DXT3.
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