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DM-FeatureCreep[Beta 1.3][Download][Pics][Updated 10/7/08]

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    #16
    1.05

    The map concept look interesting. The first impression I got was that the action where to be on 1 or 2 buildings on 1 to 3 floors. Apartments on some floors and parking on others like in RL.

    Everybody saying that it take a lot of time to load it. I can comments that on my gaming PC it take ±3 mins. (Core 2 E8400, 4 GB RAM, GF8800 GT, UT3 v 1.3.).

    About the map,

    - The rain effect is nice but to much. I saw it inside some buildings and there is no leaks or damaged walls/ceiling that can explain that.
    - The rain effect application is inconstant. For example, I saw water on 3 items that are side by side, the item in the middle doesn't have the water on it at all. There is no roof, ceiling or whatever thing on top of the item that could possibly unhallow water to be on the item.
    - I can go trough to much things. You need to add a lot of blocking volume.
    - The scale is so big, there is so many buildings, sectors that everything seem disconnected. Nothing tell me where the action is since I don't have a view of what's is going on in general. IMO, it could be more suitable for CTF than DM.

    Anyway, maybe these comments will help you on a future smaller map. In case it can help you, this is my log and it can explain the long delay before playing :

    Code:
    Log: Browse: DM-FeatureCreep?name=stevelois?team=255?game=UTGame.UTDeathmatch?MaxPlayers=16?MinNetPlayers=0?NumPublicConnections=16?NumPrivateConnections=0?NumOpenPublicConnections=0?NumOpenPrivateConnections=0?bShouldAdvertise=True?bIsLanMatch=False?bUsesStats=True?bAllowJoinInProgress=True?bAllowInvites=True?bUsesPresence=True?bAllowJoinViaPresence=True?bUsesArbitration=False?bIsDedicated=False?bIsListPlay=False?OwningPlayerName=?PingInMs=0?AverageSkillRating=1000.000000?EngineVersion=0?MinNetVersion=0?GameMode=0?Difficulty=4?PureServer=1?LockedServer=0?Campaign=0?ForceRespawn=0?CustomMapName=?CustomGameMode=?GoalScore=30?TimeLimit=20?ServerDescription=?NumPlay=12?mutator=UTGame.UTMutator_SuperBerserk,ColorControl.UTMutator_ColorControl,Hacker.UTMutator_Hacker,JumpMod.JumpMod,UTMutator_FreeFOV.UTMutator_FreeFOV?alias=stevelois
    Log: LoadMap: DM-FeatureCreep?name=stevelois?team=255?game=UTGame.UTDeathmatch?MaxPlayers=16?MinNetPlayers=0?NumPublicConnections=16?NumPrivateConnections=0?NumOpenPublicConnections=0?NumOpenPrivateConnections=0?bShouldAdvertise=True?bIsLanMatch=False?bUsesStats=True?bAllowJoinInProgress=True?bAllowInvites=True?bUsesPresence=True?bAllowJoinViaPresence=True?bUsesArbitration=False?bIsDedicated=False?bIsListPlay=False?OwningPlayerName=?PingInMs=0?AverageSkillRating=1000.000000?EngineVersion=0?MinNetVersion=0?GameMode=0?Difficulty=4?PureServer=1?LockedServer=0?Campaign=0?ForceRespawn=0?CustomMapName=?CustomGameMode=?GoalScore=30?TimeLimit=20?ServerDescription=?NumPlay=12?mutator=UTGame.UTMutator_SuperBerserk,ColorControl.UTMutator_ColorControl,Hacker.UTMutator_Hacker,JumpMod.JumpMod,UTMutator_FreeFOV.UTMutator_FreeFOV?alias=stevelois
    ScriptLog: Desc: DeathMatch
    Log: ClearAllAnimSetLinkupCaches - Took 7.77ms
    ScriptLog: Clearing online delegates for UTEntryPlayerController_0 (Player:LocalPlayer_0)
    Log: Virtual  memory allocation size: 182.79 MByte (191664128 Bytes)
    Log: Physical memory allocation size:   0.00 MByte (0 Bytes)
    Log: Missing cached shader map for material DEC_Moss
    Log: Missing cached shader map for material DEC_Paint
    Log: Missing cached shader map for material DEC_Rubble
    Log: Missing cached shader map for material DEC_RoadStripes
    Log: Missing cached shader map for material M_Board01_Variant
    Log: Missing cached shader map for material M_Bronze02_Recolor
    Log: Missing cached shader map for material M_Cars_VariantColors
    Log: Missing cached shader map for material M_Cars_VariantWindowTint
    Log: Missing cached shader map for material M_Causics
    Log: Missing cached shader map for material M_CeilingLight
    Log: Missing cached shader map for material M_Concrete_Gray
    Log: Missing cached shader map for material M_Curb_Variant
    Log: Missing cached shader map for material M_Dumpster_Variant
    Log: Missing cached shader map for material M_Floors_Car
    Log: Missing cached shader map for material M_Floors_Mud
    Log: Missing cached shader map for material M_FluorescentBulb_Variant
    Log: Missing cached shader map for material M_Fog01_Animated
    Log: Missing cached shader map for material M_Garage_Recolor
    Log: Missing cached shader map for material M_Lantern_LightFunction
    Log: Missing cached shader map for material M_Lantern_Master
    Log: Missing cached shader map for material M_LevelPreview
    Log: Missing cached shader map for material M_Light
    Log: Missing cached shader map for material M_LightFunction
    Log: Missing cached shader map for material M_ParkBench
    Log: Missing cached shader map for material M_Plaster_Resize
    Log: Missing cached shader map for material M_Rain_Floor_MASTER
    Log: Missing cached shader map for material M_Rain_Walls_Down_City
    Log: Missing cached shader map for material M_Rain_Walls_Down_MASTER
    Log: Missing cached shader map for material M_Rain_Walls_Left_MASTER
    Log: Missing cached shader map for material M_Rain_Walls_Right_MASTER
    Log: Missing cached shader map for material M_Rain_Walls_Up_MASTER
    Log: Missing cached shader map for material M_Rain_Walls_Up_StreetLight
    Log: Missing cached shader map for material M_RoadStripes_Yellow
    Log: Missing cached shader map for material M_Rubble_New
    Log: Missing cached shader map for material M_RubblePile01_Variant
    Log: Missing cached shader map for material M_Sidewalk_Water
    Log: Missing cached shader map for material M_SimpleFog_02
    Log: Missing cached shader map for material M_Steps02_Detailed
    Log: Missing cached shader map for material M_WallLantern_LightRecolor
    Log: Missing cached shader map for material M_Walls_Window_Lit
    Log: Missing cached shader map for material M_Walls_Window_Lit_Erratic
    Log: Missing cached shader map for material M_Wood_Crate_Resize
    Log: Missing cached shader map for material M_WoodTrim_Variant
    Log: Missing cached shader map for material TerrainMaterialResource:TM_RoadCracks_Wet
    Log: Missing cached shader map for material TerrainMaterialResource:TM_UN_Terrain2_HeatRay_Road+TM_UN_Terrain2_HeatRay_Dirt+TM_RoadCracks_Wet
    Log: Missing cached shader map for material TerrainMaterialResource:TM_UN_Terrain2_HeatRay_Road+TM_RoadCracks_Wet
    Log: Missing cached shader map for material TerrainMaterialResource:TM_UN_Terrain2_HeatRay_Road
    Log: Missing cached shader map for material TerrainMaterialResource:TM_UN_Terrain2_HeatRay_Dirt+TM_RoadCracks_Wet
    Log: Missing cached shader map for material TerrainMaterialResource:TM_UN_Terrain2_HeatRay_Dirt
    Log: Missing cached shader map for material TerrainMaterialResource:TM_UN_Terrain2_HeatRay_Road+TM_UN_Terrain2_HeatRay_Dirt
    Log: Missing cached shader map for material TerrainMaterialResource:TM_Mud_Wet+TM_Grass
    Log: Missing cached shader map for material TerrainMaterialResource:TM_Mud_Wet
    THX

    Comment


      #17
      As everyone else says, it takes a long time loading. I got Core 2 6300 1,86GHz, 2GB RAM, 8800 GTS and run ut3 v1.3. I guess it took about 3 minutes or so at this rig too, but couldnt take the time.

      Before I start I just want to say that the map looks amazing. just amazing. Also it is really huge. now onto things I thought you should change/take a look at (some of this things are just nitpicking because having them in an other wise awesome looking map ruins it a bit).

      a bit up on the walls surrounding the UDamage there are some balcony's or something. This area is easy to lift-jump up to but there are some blocking volumes blocking you from landing there which just feels weird.

      the first slope when going down from the UDamage on the left side have a strange bouncing effect if you try jumping on it.

      coming from the udamage on the right side, there's a corner just before the big sign that looks like you can jump onto, but it don't have any collision.

      on the lowest level of the car park's stairwell there's a set of tiers in the doorway to the car park itself where the fog also stop that and that looks rather bad.

      On the inside of the car park there are several walls that have water running down them. You should take a talk about the people that where hired to build that car park.

      front of the houses where cars are driving past there are several surfaces that looks like they have water running down them, even though they are under water. Also was some of the pillars on the front of these houses that stopped at the top of the water instead of continuing all the way down to the ground.

      The top of the car park have no player collision when you are on the rooftops and running on the wires.

      on the rooftops the jumpad or whatever it is that throws you from the rooftops and into the car park where the shield belt (I think) is there's nothing that shows that it is going to do that.

      Even though it is raining, the rooftops themselves looks rather dry.

      jumping up on the edge around the invisibility the rooftops on the edge of the map looks horrible. Think you should also remove the killing effect on those rooftops and find a way to block the player from going onto them or give some visual clue that they are deadly.

      Comment


        #18
        Stevelois, I was actually thinking about making this a CTF because of the large size. What do you think about putting one flag at the top of the garage and one in the top floor of the building with the hole in the roof?

        FourEyes, you have just about pointed out every small problem that I was hoping people wouldn't notice . A lot of things in the map are dry because I either lost patience in creating new textures for every water-object or that because some objects just have better shadow definition when dry.

        A lot of the collision problems are because I decided to go with blocking volumes on the map instead so the player wouldn't get caught up in too much overlapping collision and so that the engine wouldn't have to calculate it all. I will take a look at those areas that you pointed out though.

        For the lift-jump, I put blocking volumes there because that area wasn't really good gameplay-wise.

        I will go ahead and make the roofs look watery because I was debating whether or not to leave them dry, but since you noticed that means it is probably better wet.

        Thanks for pointing out that you didn't like the invisibility-buildings...I didn't know what to do there other than making the walls higher. There is the middle building that is really easy to jump off of and I never got around to making it's walls high like the other.

        Ah, the inside of the parking garage. I will find a way to make the interior dry (it's a lot of work... :/).

        I have been reading up on optimization and will be doing a lot more of it in the next couple of days (as long as I don't have homework ).

        Thanks everybody for the comments! Sorry to those that can't get the map working. I will do everything I can to refine this map and make it playable to all .

        Comment


          #19
          Went to give it a try but gave up after 5 minutes of loading.
          Will definately re-download, once you've fixed the loading issues, as the map looks quite interesting.

          Comment


            #20
            Originally posted by JonathanA View Post
            Stevelois, I was actually thinking about making this a CTF because of the large size. What do you think about putting one flag at the top of the garage and one in the top floor of the building with the hole in the roof?
            It's hard to gage just like that because make a good CTF map is not just about putting 1 flag here and another there. Since your map is not symmetrical, it's even harder and you will have to recheck the weapons & ammo to balance the map. I can't provide an accurate answer since I did not play the map enough.

            Comment


              #21
              hey how bout dont cook it for the pc maybe il work faster like that

              Comment


                #22
                Are you suggesting that I release the uncooked version? I think that would probably have more problems. I have been adding more refinements in areas that others were suggesting were weak, while further trying to optimize. I will try and release another version as soon as I can, but it will probably take a week or so because I'm busy starting something else.

                Comment


                  #23
                  Okay everyone, it's been a little while but I've been working on the map whenever I have time. I have added a lot more detail, a new lightning effect (which slows down framerate a bit), and have taken most of eveyone's advice to spice up my level. I also believe that it should be working now for most people, although I would like to hear your feedback. Enjoy!

                  Comment


                    #24
                    Was this map ever "finished"?

                    Comment


                      #25
                      was wondering the same thing... looked good but wasn't sure if it was working properly so didn't dl it yet

                      Comment

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