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DM-Tranquility [FINAL BETA] [Updated: 12-11-09]
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Anubis 'Shadowgod' repliedNever seen this map before, but **** this map is really a beauty! Wonder why it never got finished? However, I'm enjoying the current version of this map! Dude, imagine if you would implement a day/night cycle in this map, this would be even more beautiful.
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stevelois repliedBeen hoping for the final since 4 years...
Another great map that as been forgotten... ****
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Dragontear repliedAgreed, reality is priority. Though the map is brilliant, please keep up the excellent work - when you can naturally.
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Bl!tz~ repliedOriginally posted by Atlas000 View PostI have been incredibly busy lately and so I have good news and bad news,
The final is 95% done and very near release, however it will be be a few weeks until I will be able to have time to post it.
My apologies to those who have been following this project for the last year almost. Thank you for waiting.
as far as u dont abort such a nice map; but of course RL first.... cant wait though
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Atlas000 repliedI have been incredibly busy lately and so I have good news and bad news,
The final is 95% done and very near release, however it will be be a few weeks until I will be able to have time to post it.
My apologies to those who have been following this project for the last year almost. Thank you for waiting.
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stevelois repliedGreat, you still active
So this map won't be staying in non-final for eternity, I'm happy m8 & looking forward the news
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Atlas000 repliedWell Well Well, it has been a long time hasn't it. Well I haven't forgotten, but sorry to say I haven't touched the map in the last two months or so. Got busy with other projects, moved my work to another computer, started fiddling around with the UDK and completely forgot about this. Oops!
I finally have time though to finish it and it has peaked my interest again so stay tuned for more news.
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stevelois repliedYeah, that is very sad
Seem like a trend these days. Make a great potential map & leave it unfinished when it just so close to final. Brief, lot's of great public maps are just dead
I've see fabulous maps while doing private testing that hasn't never been publicly published. I was hoping someday the author would make it public but they didn'tI read promises after promises of new map Edition without anything concrete fact after months & months of waiting. Just bull***t.
In the other hand, the fact that constructive feedback is so rare, practically no one help each other & threads are getting low voting stars for absolutely no reason is enough convincing to make any author disappear from the forums.
Atlas000, hope it's not your case & that we will get the final
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dk3dknight repliedLooks like the last time he was on was...
01-20-2010
I hope everything is alright with the author..
You know steve this is starting to become a pattern, next we will find out that atlas got a job at a game company and doesn't have the time to finish the map.
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stevelois repliedHey dude, any news
Been a while you didn't post something, last time it was last year lol
Hope your still working on it
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m2SP1rit repliedI am running on a system with a core 2 quad 3.0 Ghz with ATI Radeon 5870 and at some points of the map (looking at the trees) my fps will drop below 30...when not in view of the whole mountain of trees everything is fine (back up to normal fps 80-100 ish) really fun map playing with 12 bots...but something is dropping my FPS alot.
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stevelois repliedOriginally posted by Atlas000 View PostYeah I have known about the rocks near the enforcer, I thought I had fixed them for the most part.
I'm not really sure what you are trying to say about the plant.
The bump offset problems come from the fact that most of the rock meshes uses a basic box uvw map as opposed to a hand done uvw map to save me time and due to the limits of having it automap the surface, it causes weird stretching errors and when the automapping tries to stretch coordinates to fit on the surface, it creates weird effects when bump offset is applied. The problem is easily fixed by unwrapping the uvw and doing it by hand but it is an absolute pain to stitch together complicated meshes and takes awhile depending upon exactly how may polygons the surface is and how complicated it is.
The floating rocks have to do with a mesh that used to be under them in a pre-beta build that I later deleted, I fix floating meshes as I come across them but when there are 7k meshes sometimes you miss a few. It's an easy fix.
I also noticed that you were getting nearly 60 fps in those screens which is good to know considering i average about 15 fps across the map with it going as low as 5 fps and as high as 35 fps on my computer
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