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    CTF-Aurulent

    Name: CTF-Aurulent
    Version: 1
    Compatibility: ut2k4
    Description:A small, open CTF map with an egyptian theme. The map is pretty small, and so open that you can see the enemy flag from your base. Only designed for a couple players, 4vs4 max probably. beta has bot pathing.
    Comments: The only thing I need to improve (besides suggestions) is adding detail to the outer places of the map, where the road keeps going under the bridges on either side. You can't go there (and never will) but it is just a box now, so I have to improve that a little bit.
    Screenshot:
    Credits: me, epic, etc.
    Homepage: n/a
    Download: http://home.comcast.net/~zeldaguru/C...ulent-beta.zip

    I hope it's alright

    #2
    WOW, this is a nice one!

    If it is a good one to play I can't tell as I am no CTF player (actually I'm not really a player at all )

    I really like the modernistic approach to the egyptian theme. Looks great. Quite different from my own style in DM-Sweet-Death but, hey, I'm flexible

    Some minor issues first:

    [screenshot]http://i11.photobucket.com/albums/a174/ADVMAN/ctf-aurulent.jpg[/screenshot]

    Other than that:
    • the outer routes (over the bridges) don't get used too much. Probably this can't be fixed in the current layout as you already have goodies up here.
    • if the ways under the bridges are blocked, then there must be something visible that blocks


    Well, now the big issue: TOO MUCH BSP!

    Framerates are veeeeery low for such a small map. In fact they are much lower than on DM-Sweet-Death, but that map is huge! Mostly it's in the 40s to 50s for me on an AthlonXP 3000 with X800XT-PE and 1600x1200/0xAA/8xAF. I mean, I have no problems with that, but there are a lot of people out there with lower hardware.

    BSP mostly creates CPU load. There are mainly two things that can be done: zoning and static meshes.

    Obviously there is not much to zone here. At least I would zone the unreachable parts behind the bridges, as you will most likely decorate them and they are not visible from all parts of the map.

    Now static meshes. I've seen that you have constructed the facades by subtracting into the walls. Hmm ... go the other route. Leave the walls plain and add something. Try that in BSP first. All the forms you would need are simple and geometric, thus you could get away with converting these brushes into static meshes inside UnrealEd. Such meshes converted from brushes are only then really problematic, when they have curves. I have the feeling, these brushes would convert quite well. Expect a lot of lighting problems though, as static meshes use vertex lighting, not lightmaps like BSP. Maybe you would have to make compromises.

    But most important: relax and wait for more opinions before you do anything

    Comment


      #3
      you have a point there advman!! thank god this map is only in beta!!:haha:

      still the map looks nice than again i love all egyptain themed maps includeing advmans SweetDeath (one of my favorites!!):up:

      Comment


        #4
        Originally posted by Mr. uglyPants
        you have a point there advman!! thank god this map is only in beta!!:haha:
        The problem is, Tidu has probably expected the map to be almost done, and as soon as you start creating static meshes, the fun really only begins. I've gone through that with Sweet Death, and it was a steep slope. That's why I suggested to begin with meshes converted from BSP. That would be done in a few hours, probably days. But if they don't light well, he will have to learn Maya or 3dsmax, and that's an entirely different story.

        Comment


          #5
          Originally posted by advman

          Well, now the big issue: TOO MUCH BSP!

          Framerates are veeeeery low for such a small map. In fact they are much lower than on DM-Sweet-Death, but that map is huge! Mostly it's in the 40s to 50s for me on an AthlonXP 3000 with X800XT-PE and 1600x1200/0xAA/8xAF. I mean, I have no problems with that, but there are a lot of people out there with lower hardware.

          well assuming that the whole map was one huge mesh, that would jack up the triangles alot. bsp is better for not much detail over using a mesh.

          i got around 50 fps on my system, so i dont know what the problem was with yours. 50 fps is average for me with 3 bots in.

          Comment


            #6
            Originally posted by Juggalo_Kyle
            well assuming that the whole map was one huge mesh, that would jack up the triangles alot. bsp is better for not much detail over using a mesh.
            That's not what I mean. Static meshes are much more efficient as they shift a lot of load to the graphics card. I suggested to make the big facades plain BSP surfaces with the details coming from static meshes "hung" in front. Currently the big blocks are not BSP brushes, but one could subtract them out and then add the blocks in again, but making the brushes antiportals as well. This would effectively block many meshes from view, especially when you are in the bases, and it's from there where you have the longest views.

            i got around 50 fps on my system, so i dont know what the problem was with yours. 50 fps is average for me with 3 bots in.
            No problem, but with a map like that, especially such a sparsely decorated one, I would normally be in the 100s or above, and that with 6xAA and 16xAF in 1600x1200 if I want. If the author does not want to change it, no problem, but this map shows a severe problem in his working process. BSP simply does not scale. He could get away with that in a small map like this (still I think he'll lose potential players), but probably his next map will be bigger and then he would have no choice. That's what I wanted to point out.

            Comment


              #7
              advman is right bsp is a killer if not zoned and used currectly. If there is too much BSP and its all in one room BAM your going to notice a slow down big time. My new map has over 900 brush work but it runs very fast because of zone portals and the way i built the map. I have used as little anti portals as possible if you use too manny anti portals they can slow you map down they can do more damage then good if not used currect so use them carefuly. :up:

              Ok heres two pics the first is in editor view and show you whats behind walls and stuff and the other is normaly ok

              http://i7.photobucket.com/albums/y28.../Shot00035.jpg
              http://i7.photobucket.com/albums/y28.../Shot00034.jpg

              As you can see you hole map has no form of opti at all so people will notice slow downs and stuff re do your map and make sure you block sight add in anti portals were needed and zone your map of that way your map will be much faster.:up:

              Comment


                #8
                No news huh...shame! Is this ever going to be updated for a newer version with all those fixes?

                Comment

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