Beta 2 of Sweet Death (http://www.unrealplayground.com/maps.php?mapid=4586) is on Unreal Playground. Note: the map requires both bonuspacks (DE and Epic)!!!
EDIT: Please don't report the BSP hole under the rocket launcher platform (looking up) any more. P1nky already pointed it out. I've already fixed it in my working copy!!
This is the second beta. Feedback to the first was mostly FPS-related, thus this is the "Performance Release" aka "Ugly Static Meshes Release"
I have zoned the map to death and replaced countless CSG brushes with static meshes. About 11000 polygons of terrain below the rocks or in other invisible places were removed.
The performance should be very acceptable now, it's better than or equal to that of CTF-Face3, DM-Icetomb, DM-Iron-Deity or CTF-Magma. All interior parts should be more than OK, and even the long view from the lower pool up to the building is on par with the long vistas in CTF-Face3. In other words: apart from possible performance benefits from rebuilding and optimizing the static meshes in Maya, I see no further chance to increase performance. Well, maybe you do
In any case it would be helpful to get not only comments like "it's too slow for me", but also your hardware configuration (graphics card + processor) and a hint about if you can run the official maps mentioned above.
Other changes: I have removed the two corridors from the RL platform through to the SG yard. They were introduced at a very late stage, did not contribute to gameplay (if not the opposite) and were born out of a despicable urge to fill empty spaces
The facade in the middle, next to the big standing pharao, was completely changed and looks better now. As a by-product, as requested, the portals of the upmost connections between the two main yards have become wider.
The next beta (well, probably the final if I get no fundamental objections) will have rebuilt static meshes. In order to do that, I will have to install Maya PLE and learn my lessons, which will take me some days.
Furthermore, I know that there are still places on the rocks, where it's easy to get snagged. I'll have to adjust rock heights here and there or add the odd blocking volume. Any hints, as to where this is needed most, are welcome, but please be specific.
The image below shows the new facade in the courtyard with the RL:

Overall I kept the looks
Here some of the new static meshes:

A happy new year to you all!
EDIT: Please don't report the BSP hole under the rocket launcher platform (looking up) any more. P1nky already pointed it out. I've already fixed it in my working copy!!
This is the second beta. Feedback to the first was mostly FPS-related, thus this is the "Performance Release" aka "Ugly Static Meshes Release"

I have zoned the map to death and replaced countless CSG brushes with static meshes. About 11000 polygons of terrain below the rocks or in other invisible places were removed.
The performance should be very acceptable now, it's better than or equal to that of CTF-Face3, DM-Icetomb, DM-Iron-Deity or CTF-Magma. All interior parts should be more than OK, and even the long view from the lower pool up to the building is on par with the long vistas in CTF-Face3. In other words: apart from possible performance benefits from rebuilding and optimizing the static meshes in Maya, I see no further chance to increase performance. Well, maybe you do

In any case it would be helpful to get not only comments like "it's too slow for me", but also your hardware configuration (graphics card + processor) and a hint about if you can run the official maps mentioned above.
Other changes: I have removed the two corridors from the RL platform through to the SG yard. They were introduced at a very late stage, did not contribute to gameplay (if not the opposite) and were born out of a despicable urge to fill empty spaces

The facade in the middle, next to the big standing pharao, was completely changed and looks better now. As a by-product, as requested, the portals of the upmost connections between the two main yards have become wider.
The next beta (well, probably the final if I get no fundamental objections) will have rebuilt static meshes. In order to do that, I will have to install Maya PLE and learn my lessons, which will take me some days.
Furthermore, I know that there are still places on the rocks, where it's easy to get snagged. I'll have to adjust rock heights here and there or add the odd blocking volume. Any hints, as to where this is needed most, are welcome, but please be specific.
The image below shows the new facade in the courtyard with the RL:

Overall I kept the looks

Here some of the new static meshes:

A happy new year to you all!
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