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  1. #1
    legacy-Desperado#2-Rog
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    Default [MAP : DM] DM-Nirvana][ (Close to release)

    Well like the title says the map is close to release. The map as at the stage that it is playable but not bug free.

    I already have two people who are beta testers for this map and some mapping friends that will help beta it.

    I am looking for 3 more people to beta it and give me ideas on the weapon placement etc... PM me and I will send you the link of the map.

    Here are 4 pictures for the wait...

    http://www.planetunreal.com/onlinewarriors/NB1.jpg

    http://www.planetunreal.com/onlinewarriors/NB2.jpg

    http://www.planetunreal.com/onlinewarriors/NB3.jpg

    http://www.planetunreal.com/onlinewarriors/NB4.jpg

    Somethings in those picture will still change. For example I will have a snow weather effect in the open parts. and some lens flares in some areas that I forgot. Plus some minor changes to skins on static meshes... I am leaving some things till the end. The map construction wise is finshed I just have small details to do.

    The wait for this map is getting less and less At my site I say the map will be out in a week or so... but do not hold that to be true... I am still unsure. it will be less than a month I hope. FPS wise the map is ok in two parts of the map it slows down a bit but it is not horrible. and if the map is played 1 vs 1 or 3 players max than it will be fine. of course 7 or something will be hell for fps and the level is far too small to take 7 players... so keeping to the amount it should be all fine for most people. I have an old system too

    OH! Forgot... I posted this already here but some people seem confused... well the ORM mappack I was planning and some other guys were going to enter failed so it will not be done right now. Maybe in 2 months or so... who knows but right now the ORM mappack is not going to happen right now.

  2. #2
    Iron Guard
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    That looks wild Desperado#2-Rog, you make the custom meshes too?

    I love unique maps, unfortunatly I have two maps about to release in a week or so , and I dont have time to test yours, but I'm sure a bunch of people will step up for it

    good stuff!

  3. #3
    legacy-Desperado#2-Rog
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    yes all statics and textuers in those pics are mine... Except for some special effect things... lets say this is pretty much 98% my stuff.

  4. #4
    ƒortissimo

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    Default

    very nice

  5. #5
    MSgt. Shooter Person
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    so if theres no mappack, whats gonna happen to ct-something?

  6. #6
    legacy-Desperado#2-Rog
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    CTF-Something is going to be remade.

    I did not like how it was turning out in the start... although some may have liked the way it was.... but well I first made this map DM-Nirvana][ for the sake of getting use to my own static meshes and figuring out new ways of using them... so CTF-Something will be re made with better looks overall. and more inventive design than what I had.

  7. #7
    MSgt. Shooter Person
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    sweet. it was looking good.

  8. #8
    legacy-Parantapa
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    The woman in the blue bikini looks out of place. Cover her with a gothic robe or something else that goes with the dark mood of the map.

  9. #9
    legacy-Desperado#2-Rog
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    bad angle. sure she has a small top but the rest of the clothing is robe like. I'll see if ill change it but right now it is ok once you look at it in another view.

    Sure this map is gothic like but it has some other styles in it that do not make it look normal gothic.

  10. #10
    legacy--=WhiteWulf=-
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    I smell cliffy B ownage

  11. #11

    Default

    I remember you now, you're the one making that weird Face map. Recognized those hands in the upper corner of the room I love the unique look of that map, I don't know about this one though

  12. #12
    legacy--=WhiteWulf=-
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    Hey angel would you check your PM box thanks

  13. #13
    Iron Guard
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    Now that I see this from more angles, I recognise more of the original Nirvana in it :up:

    Still think the meshes are a bit high-contrast, but the UT ORM maps all had very strongly-lined, hand-drawn textures so maybe that was the look you were going for?

    If it plays as well as the original it will be a definite on my map list.

  14. #14
    Iron Guard
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    Map looks Stunning as usual Desp.



    Just Mailed u btw.

  15. #15
    Redeemer
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    Amazing looking map. Love the textures.

  16. #16
    legacy-Desperado#2-Rog
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    thanks

    I am full of beta testers now so testing is on its way

    The layout is actually 70% the same as the old map it is expanded just a little becuase UT2k3 is different in player speeds and other factors came into play. But yeah... the layout is very close to the past map.

    I also like high contrast textuers I think this is how DM-Nirvana would look if it was in ut2k3. Many places remind me of it but still look new. It is like playing with low detail for the first one and highest detail for the new one...

  17. #17
    legacy-Desperado#2-Rog
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    Well things going good so far.

    No pics though

    and just a bump

    It really depends on the second beta how long it will take this map to be released. I might have to do some large changes that will take a while but we will see.

    from the pics shown here I have already change plenty of it.

  18. #18
    Iron Guard
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    Sorry!
    Only just received link and i'm email u shortly desp.

  19. #19
    MSgt. Shooter Person
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    Cool

    Absolutely amazing.
    Easily the best looking map I have seen yet. :up:
    How about some wallpapers of it too when its released, or close to release, or just to tease us with?

  20. #20
    legacy-Desperado#2-Rog
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    thanks Though I have seen very impressive maps that have come out recently that just had me in awe! I guess seeing my own map for so long kinda wears away at the awe factor...

  21. #21
    Iron Guard
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    Originally posted by Desperado#2-Rog
    thanks Though I have seen very impressive maps that have come out recently that just had me in awe! I guess seeing my own map for so long kinda wears away at the awe factor...
    I totally agree, I've been working on my new map for so damn long you get numb to it.

  22. #22
    MSgt. Shooter Person
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    Those are some incredible-looking screenies. I agree with parantapa--bikini babe looks a bit out of place. Hurry up and get the map out.

  23. #23
    legacy-Turret
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    No need to smell it, I think this level has ownage in the bag already. Best level for UT2003 I have seen so far, I think.

    Hey desp, to shay


  24. #24
    MSgt. Shooter Person
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    Originally posted by Turret
    No need to smell it, I think this level has ownage in the bag already. Best level for UT2003 I have seen so far, I think.

    Hey desp, to shay

    Say Turret, that face looks like Zeus...Hmm...I wonder what'll happen if we combine UT2003 and ancient greek...It'l ROCK!

    MAKE IT!

  25. #25
    MSgt. Shooter Person
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    This is great stuff.

  26. #26
    Redeemer
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    I want a CTF map from Desperado :cry: :cry: :cry: :cry: :cry:

    btw this map looks great allthough I would prefer to see a CTF map but I play DM from time to time
    bN\Grim
    beNighted old school UT2k3/4 iCTF clan back in UT3
    #benighted @ Quakenet
    benighted.se

  27. #27
    Iron Guard
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    This map is really coming on Very well.


  28. #28
    Skaarj
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    Default wow

    wow
    looking at these screenies i lke to play a singleplayer game looking like this....

    i m looking forward for release

    tronicmind

  29. #29
    Banned
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    Yo, Desp... check your PM box! ^.^

  30. #30
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    Oh god. I just finished downloading and starting to try out Beta 2. I spawned nearly the bikini chick, and the DD. I never hit above 1 frame per second, and my machine can generally run all Epic maps, and most custom maps at 50+ fps. I suppose you can assume I wasn't in the map for more than a minute, with that FPS.

    I'm on a 1.5 ghz oc'd to 1.6 P4
    ASUS mobo on the Intel 800 P4T chipset
    256 megs Rambus (RDRAM)
    Radeon 8500 64 MB

    And... I had nothing running in the background. I dunno what to say man; I can't beta test a map that I can't run. =(

  31. #31
    Iron Guard
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    hmmm.

    I am on a P3.500
    256mb ram
    Gf2mx

    and i ran Beta2 at about 25fps wich is good for me and faster than a alot of Epic maps.

  32. #32
    legacy-Desperado#2-Rog
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    Originally posted by Virax
    Oh god. I just finished downloading and starting to try out Beta 2. I spawned nearly the bikini chick, and the DD. I never hit above 1 frame per second, and my machine can generally run all Epic maps, and most custom maps at 50+ fps. I suppose you can assume I wasn't in the map for more than a minute, with that FPS.

    I'm on a 1.5 ghz oc'd to 1.6 P4
    ASUS mobo on the Intel 800 P4T chipset
    256 megs Rambus (RDRAM)
    Radeon 8500 64 MB

    And... I had nothing running in the background. I dunno what to say man; I can't beta test a map that I can't run. =(
    Intresting thanks for the info ill see what I can do to further optimize it. 1 fps per second is odd though.

    Try a few things

    Trun world detail to low. This affects emiters. IF it is the emiters casuing it than I can reduce them further. but if it is not that than I have no clue the texs are reduced already that I did from beta 1 to beta 2. Ill see what I can do. Last thing I want is an uplayble map.

    Thanks again

  33. #33

    Default

    I have noticed most problems with fps on maps comes from insufficient use of anti-portals, even on EPICs and DE's maps.

    A few types of emmitters and a couple of those stock, static meshes are also culprits, but not as much as the lack of antiportals. (those bases in CTF-Magma have no optimization at all, hence the sad frames even when looking at a wall towards the rest of the map)

    If it can be zoned that would probably help too.

    Other than those three things, I don't see much you can do, besides getting rid of "invisible" elements.

    Anyway, I know your experience on this stuff is tenfold what mine is so I am not worried.

    At least you are conscious of optimization. Some "mappers" don't even know what optimization is. (reminds me of my friend who doesn't understand the importance of bot pathing. He thinks the bots should just be able to find thier way around the map by themselves, as if they had a brain with 5 senses :haha: )

  34. #34
    MSgt. Shooter Person
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    Cool

    Also it is said that using too many anti-portals will harm performance, as the CPU is spending more time deciding what to render, and what not to render.
    So use antiportals wisely, and sparingly.

  35. #35
    legacy-Desperado#2-Rog
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    I am going to start doing some tests with Anti-portals.

    I already have the map anti portalized... <-- made up word

    I have seen that too many like P1nky mentioned can cause a lot of slow down on some systems. So I am going to reduce them and maybe that can even help on my end also.

    I tried it with out portals and the fps was not great so I left them on at full and never did a test at around half and just keeping the important ones. So that is one step I will do.

    CTF-Magma plays well for me. It is really odd because I am seeing that some maps play ok on some system and some they do not.

    Since we are all new to this it is important to find the middle area. I am just not sure I will be able to do it with this map :| but we will see.

  36. #36
    Iron Guard
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    I think Antiportals will be the way to go with this map - there are large open doorways and you can see through several at the same time, so zoning won't be a good solution.

    What I would do is put antiportals (sticking out a few units on each side) in the walls above the doorways. Since a lot of your meshes are high up on the walls, it will cut out a lot of stuff in the next room. For example, in the first screenshot you could run an AP along the wall above the wide doorway, running from inside the top of the arch right up to the ceiling. As long as it doesn't stick out too far, it shouldn't interfere with players on the upper level.

    PM me if you want me to look at Beta 2 and give you my best suggestions for where the antiportals would be most effective

  37. #37
    legacy-Desperado#2-Rog
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    Sorry for the long post here

    Thanks I have anti portals how you described I am going to take out some useless ones and add a few after I do a few tests.

    Ill send you PM when I get beta 3 done which will not be the last but should be pretty close to done beta.

    I wish I knew what the real problem is :bulb: because in reality for me it plays good and I have given this map to several mapping mates and well they had a good experience besides other little stuff like getting stuck in places which is very much fixable...

    I have been going nuts over this issue because two people currently have problems. One the map crashes all out. And the other fps are horribly low specs seem fine. At the end it is a fact not everyone can be happy. Ill give it my best though. That is why I have 3 betas instead of the one beta.

    I have been reading a lot of previous problems on past UT2k3 maps that had some of theses issues. Either I find these topics or some BT have sent me links to some of these things. One problem could have the terrain though the deleting the terrain did raise the fps on people who could actually play it but did not stop the crashing on some other person computer.

    The stutter that came from the terrain has stopped on my pc and two of my mapping buds but not on one other person.

    I am looking at all range of possibilities

    One possibility is the size of the map it self. When zipped it is a totally of 17megs when uncompressed it is 60 or so megs. That is still a theory that I have not tried to deal with.

    Maybe if the textures and static were separate from the map it could work better on the machine that crashes and the ones that play very slow. I have asked people about this and no real answer to it… This is still off because the map DM-Frozen is close in file size if I can remember to this map… Which leads to believe it is not file size related.

    IT would be nice if Cliffyb or someone with more experiance would come here and say if the file size... putting everying in the mylevel thing is ok... and does not cause these problems.

    ( Unless a get clear cut answear on this I am not willing to seprate the mylevel into two files )

    I am into the anti-portal theory right now, being too many in this map and reducing some. Than adding some better placed ones... and I have no idea if this will improve it any.

    Mapping for this new engine is no joke lol.

  38. #38
    Iron Guard
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    The reason I offered to take a look is that I've been having serious polycount problems with my latest map (though not framerate problems, I have a higher polycount than is recommended in view and it still runs OK) so I've learned a lot about antiportals really quickly - how to spot whether they're working, and whether some of them were really needed. I originally thought I would need 15-20 of them for the whole map, I'm now thinking it will end up being more like 12 or 13, but I have just had to put back one that I originally took out.

    And I wonder if the performance issues are with people who have 64Mb graphics cards? If the map file is that big then it may be swapping SMs and textures in and out of graphics memory.

  39. #39
    Banned
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    Okies, here we go.

    World Detail: From high to normal = +3-4 fps
    Texture Detail: From high to normal = +2-4 fps
    Texture Detail: From normal to low = +70 fps
    Texure Detail: From low to lowest = +10 fps

    Wow then, it looks to be the textures, and the map still looks ****ING awesome on Low. Sheez. Well, after giving this a thorough play, I can see an 0wnage coming on. However, I have a few issues to address, which I'll post in screenshot (along with my opinion on them) in a few minutes.

  40. #40
    legacy-Desperado#2-Rog
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    textuers! ha!

    The least thing I would expect.

    Can you take a pic of it in low texs and post here, just want to see if it looks horrible.

    becuase on my system.. low detail texs look horrible.

    edit/// nm you said the screenshot thing thanks


 
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