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DM-Deck-Pro2 (Performance / Graphics Remake) [Release Candidate] [Pics]

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    DM-Deck-Pro2 (Performance / Graphics Remake) [Release Candidate] [Pics]

    Updated to RC7 (2012-11-25) - Fixed several things.


    High Detail Mode:


    Ultra Low Poly Low Detail Mode:

    Note: This map is nearly finished! I plan to release it at the beginning of December in time for our upcoming 2v2 TDM Tournament. I would like to get some essential feedback and suggestions regarding bugs, suggestions, and general feedback so that I can fix everything in time for the tournament! I will read everyone's ideas and feedback and give credit where it's due!

    Name: DM-Deck-Pro2

    Version: RC5 (Release Candidate 5)

    Compatibility: Titan Pack is probably Required (Unsure)

    Description: Deck has been snowed in! Sort of, not really.

    Download: DM-Deck-Pro2_RC7 (Filesize: 14.19MB) (7-zip, WinRar, or Winzip required for extracting).

    Comments:

    Where to begin? Over 100 changes have been made. Most of the changes are subtle, some of them are obvious. This version of Deck aims to be the last Deck you will ever play. This version has a graphical facelift on High Detail mode, a performance improvement on Medium and Low Quality detail modes, and completely reworked blocking volumes making the map flow 10 times better. You are very unlikely to get hung up on any obviously protruding static meshes!

    If you prefer beautiful graphics, this version of Deck is for you. If you prefer gameplay and performance over graphics, this version is ALSO for you! If you play on High Detail mode, your deck will look even more beautiful than the stock version that released with the game. If you play on Medium or Low detail, the map will turn into a low poly version with ONLY the essentials so that you can get well above 90 fps. I get 120 fps and I'm running a Radeon HD 5850 with a Core i7. This kind of performance is simply unheard of with stock Deck!

    Graphical Differences:
    • Very slow snow emitters added to the outdoors areas.
    • Snow meshes on all of the rooftops and some of the exposed floors.
    • Icicles!
    • Improved lighting! Deck is now easier on the eyes!
    • Removed the depth of field, so now Deck is even easier on the eyes! (This is something that can only be changed from the editor, not in game).
    • Changed the slime below lower sniper to a slime pit. This is truer to UT99s deck and also solves some gameplay related glitch that causes you to take massive damage in half a


    Click here to see a graphics comparison!
    (Hover over the pic to see the difference)

    Performance Differences:
    • 90% of static meshes have been either been hidden, or turned into low polygon versions via BSP. This is where the bulk of the performance boost comes from! Just to give you an idea, Stock deck has over 900,000 polygons on screen when standing at the upper sniper perch. Deck-Pro2 has less than 300,000 on low detail mode!
    • All decals and emitters are hidden on Low detail mode.


    Click here to see a High Detail vs Low Detail comparison! Low poly lovers rejoice.
    (Hover over the pic to see the difference)

    Gameplay Differences:
    • Completely reworked blocking volumes on all of the floors, walls and ceilings, resulting in extremely improved flow.
    • All of the staircases have BLOCK ALL blocking volumes on them and are perfectly sloped so that staircases never impede your dodges, and also projectiles will always explode and ricochet off the staircases rather than getting eaten by them. This results in more reliable battles near staircases.
    • The Boots Powerup area now has a very tailored blocking volume that is great for flow and great for weapon collisions.
    • The Belt powerup has improved blocking volumes to improve flow.
    • The Double Damage powerup is now marginally easier to land on via wall dodging.
    • Wall dodging off slanted walls is now possible because all slanted walls now have improved blocking volumes.
    • The spawn location near flak slime pit has been moved slightly to prevent you from accidentally falling into the slime pit upon spawning.
    • The collisions on the wall near flak slime pit have been GREATLY improved so that you can grab flak and wall dodge up to the upper area without getting caught on poorly placed static meshes. UT99 Deck fans will be pleased!
    • Improved blocking volumes near teleporter entrance so that you get redirected into the teleporter if you get shoved up against the walls.
    • Improved Biorifle area, improved collisions... you can no longer hide up in the pipes on the ceiling.
    • Added a diagonal floor piece near the stinger for improved walking / wall dodging.
    • Slightly better stinger and ammo placement and slightly altered spawn location near stinger.
    • Added an extra spawn location in the rounded hallway with the double vial pairs.
    • Less clutter near the 50 armor area
    • Elevators have improved collisions (Slightly sloped entries to prevent renegade lift behavior) (Basically, lifts used to take off without you if you touch them improperly)
    • Old Deck-Pro used to have a Berserk powerup, which has been removed. Deck should not have a Juggernaut, let alone a Berserk.
    • Many many more things that I can't remember off the top of my head.
    • Changed the slime below lower sniper to a slime pit. This is truer to UT99s deck and also solves some gameplay related glitch that causes you to take massive damage in half a second.
    • The HUGE slimepit below belt used to have a ramped slope that took you up to Boots powerup. If you climbed out of the pit through this ramp, you would take massive damage in half a second. The only way to fix this was to remove this ramp and replace it with a steeper incline blocking volume. The ramp is still there, it simply doesn't behave like a ramp.. it behaves like any other edge in the slime pit. This improves gameplay by preventing players from dying in a way that should never happen.




    Credits:

    Thanks to Epic for creating this map.

    Thanks to L.S.D.GoD for offering map design and gameplay tips.

    Thanks to Elude for helping me with emitters and lighting effects.

    Thanks to everyone who beta tested including: Novaz, JetSpandex, Korben, Nanners, Shocktrooper, Satan's Father, and anyone else I forgot.


    Homepage: http://www.galaxypugs.com Home of the new North American UT3 Community!

    Download: DM-Deck-Pro2_RC7 (Filesize: 14.19MB) (7-zip, WinRar, or Winzip required for extracting).

    This map is currently being hosted on our ·-[Galaxy]-· Dallas UT3 server. It is also on redirect for faster downloading. If you want to check it out, please join our Dallas server here: 74.91.120.136:7777

    This map is uncooked and shall remain uncooked! Feel free to edit it and make changes if necessary, but please remember to give Epic credit and me credit.

    -Neil

    #2
    Very good Map Neil. The best deck i have played!

    Comment


      #3
      I'm tempted to reinstall UT3 just to try this out my old love.

      Comment


        #4
        Very very cool!

        I'd like to see more of this with some of the stock maps. CTF-Coret (really needs this badly) & perhaps CTF-Hydrosis, to name a couple. Not only have you made it easier on the eyes but you've also enhanced the blocking / flow which is essential for competitive gameplay.

        We'll have a look at this and test it on our small 6 player LAN w/dedicated server this weekend. Thx for the slick refresh/rework. Also cool to learn about the the GPUG site.

        I can also send some of my bro's from UOF to this thread as well if you want? (friendly warning though we've got some serious 'eagle eyes' & sticklers, be prepared for that if you want their feedback)

        Comment


          #5
          Originally posted by hypno View Post
          I'm tempted to reinstall UT3 just to try this out my old love.
          this is the sort of thing that we like to hear about as well!

          Comment


            #6
            Originally posted by 1XTreme View Post
            Very very cool!

            I'd like to see more of this with some of the stock maps. CTF-Coret (really needs this badly) & perhaps CTF-Hydrosis, to name a couple. Not only have you made it easier on the eyes but you've also enhanced the blocking / flow which is essential for competitive gameplay.

            We'll have a look at this and test it on our small 6 player LAN w/dedicated server this weekend. Thx for the slick refresh/rework. Also cool to learn about the the GPUG site.

            I can also send some of my bro's from UOF to this thread as well if you want? (friendly warning though we've got some serious 'eagle eyes' & sticklers, be prepared for that if you want their feedback)
            Sure that would be awesome. :-)

            Bare in mind, this is still just a Release Candidate. Be on the lookout for the final version in several days.

            @hypno, It would be awesome if you reinstalled to play this version of Deck. You will be pleased! :-)

            Comment


              #7
              This is a really good version of deck, actually, the best, considering I played all versions of deck a million and a half times

              Comment


                #8
                Originally posted by Neillithan View Post
                Sure that would be awesome. :-)

                Bare in mind, this is still just a Release Candidate. Be on the lookout for the final version in several days.

                One thing I thought about; wasn't this map in the UT3 campaign? yeah It was I remember playing it. There should be a bunch of useless scripting that you can remove for performance (everything counts) also there should already be a kismet and matinee camera sequence built into the level that you could utilize for a very cool smooth flyby video. (using fraps or something similar)

                Had a fast run on the map; I really like the blocking improvements and the updated visuals - nice work.

                Comment


                  #9
                  I like the slime, snow, ramps, surrounding scene, broken windows, skybox and music choice; this one has typical Deck gameplay and can be fun with tough bots (as usual with most Deck maps); needs a little more color and author name in preview shot for final.

                  Comment


                    #10
                    Final release: http://forums.epicgames.com/threads/933082

                    Comment


                      #11
                      hi,

                      Played it yesterday on an american server, and was quite surprised (in the good way). AFter one week not playing at all it was a good "comeback" surprise. Downloading it (final version).

                      Have an internet for having done a good job . I gonna upload it on clan server right away too.

                      !

                      Comment


                        #12
                        Just curious, you said you took out the Berserk...I assume that was on the Redeemer platform? Would it make sense to replace it with a more minor powerup like Invisibility?

                        Comment

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