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  1. #1
    MSgt. Shooter Person
    Join Date
    Oct 2002
    Posts
    95

    Ctf-egyptian-harbors-2004

    Just converted it for UT2004 here's the link

    CTF-EGYPTIAN-HARBORS-2004 DOWNLOAD
    If you download it try it first in the new firstperson spectator mode it ROCKS!Link to screens!

    SCREENSHOTS :up


    [IMG]:[/IMG]

  2. #2
    Palace Guard
    Join Date
    Oct 2002
    Posts
    3,215

    Default

    omg that looks real nice:-)

    downloading it now:-)but i bet it hits my fps for 6:-(

    10x

  3. #3
    MSgt. Shooter Person
    Join Date
    Jul 2002
    Posts
    284

    Default

    HOLY ****! Cool!!! :up: :up:

  4. #4
    MSgt. Shooter Person
    Join Date
    Mar 2004
    Posts
    107

    Default

    wow this looks kewl.

    now only if someone posted a resumable http link now that would be cool.

    as the official one has leech protection and i cant use gertight on it this makes things impossible to get 16meg on a 56k where as if i left it going overnight i will have it easy >

    please help.

  5. #5
    MSgt. Shooter Person
    Join Date
    Oct 2002
    Posts
    95

    Default

    Unfortunatly unrealplayground is the only site I have had a chance to upload the 2004 version to as yet! and I am typing this at work so can't help you at the minute sorry!
    Will upload to some other sites to-morrow and post a different link

    PS. Huge! thanks for you comments guys!:up:

  6. #6
    MSgt. Shooter Person
    Join Date
    Mar 2004
    Posts
    107

    Default

    Originally posted by michael21
    Unfortunatly unrealplayground is the only site I have had a chance to upload the 2004 version to as yet! and I am typing this at work so can't help you at the minute sorry!
    Will upload to some other sites to-morrow and post a different link

    PS. Huge! thanks for you comments guys!:up:

    thankyou man and yes the map looks awsome cant wait to play it.

    private message me when you have a alternate link with resume support and no leech protection

    cheers.

  7. #7
    MSgt. Shooter Person
    Join Date
    Oct 2002
    Posts
    68

    Default

    many thanks michael21 :up: my first user created map - starts my collection off

  8. #8
    Iron Guard
    Join Date
    Jun 2002
    Posts
    503

    Default

    Outdoor area looks nice, but the indoors look like bike cubes to me. Put some extra attention in those if possible.

  9. #9
    MSgt. Shooter Person
    Join Date
    Oct 2002
    Posts
    95

    Post

    "but the indoors look like bike cubes to me" well they are suppose to be GIden
    Because authentic Egyptian architecture is cubic " apart from the pyramids that is! "
    And the inside areas are modeled from real egyptian sites and are accurate renditions ....Not to say that they do not need more detail but already low Frame Rate was a hindrance to adding some more ..But shape wise it is the way it should be

    But even the pyramids, as my wife has just pointed out to me, are made of cubes - know all that she is

  10. #10
    MSgt. Shooter Person
    Join Date
    Feb 2004
    Posts
    80

  11. #11
    MSgt. Shooter Person
    Join Date
    Oct 2002
    Posts
    95

    Default

    This is a reply to a post I had from Lise over at beyondunreal which brings up some valid points so I will add it here!


    Quote Originally Posted by Lise
    My take:

    The outside runs too slow. I have my settings on all normal on a GF3 Ti500 and it's unplayable outside... I don't get that on other maps. The outside seems a bit "cluttered" too - maybe you could tone it down a bit?

    Also, why no pretty particle effects for the boosters?


    It needs polish, Mick, but it could easily be a good map. I like the whole "bouncing around the harbor" idea.

    Oh, and the skybox jitters when you turn. :hmm:
    Thanks for trying it Lise I know it isn't perfect! but I still like it
    I will try and answer some of your comments

    The low frame rate issues in the central harbor were stated in the read-me
    as I said there... I made the harbor too big and open and it was a absolute nightmare to optimize..But I wanted to make it authentic and these Egyptian harbors were just that large open areas so I had to go with that ..The frame rate from then on controlled what I had to add Namely The clutter and I agree with you the harbor is cluttered .
    It Could be mostly down to the addition of the large Monoliths in large numbers in the red base and to a lesser extent in the blue base these don't look good and restrict visibility...But most importantly were solely put in place to house large anti-portals which were a necessary evil ...to combat the low frame rate...Likewise I started the map with lots of nice particle effects but had to remove them from the final build again because of FR.
    So the moral of this story is!... When you make your maps stay clear of large open areas with lots in view as you will have to battle this tooth and nail for every frame.

    PS you may have noticed in the preview picks the screens of the symmetrical version which is clutter free thats because both bases are sunken to a degree and were easier to screen with less obtrusive anti-portals so please give it a look when it comes out!
    ViRuS2k I am still uploading to other sites so will post some new links soon
    Last edited by legacy-michael21; 03-22-2004 at 01:14 AM.

  12. #12
    Redeemer
    Join Date
    Jul 2006
    Location
    Tampa, FL USA
    Posts
    1,315

    Default

    latest link (UT2004 version):
    http://www.unrealplayground.com/foru...o=file&id=2456
    (but not really sure why it isn't in the UT2004 section at UP)


 

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