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WAR-Traverse [PC]

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    WAR-Traverse [PC]

    Name: WAR-Traverse
    Please leave feedback.
    Version: 1.00

    Compatibility: [PC]

    Description: Bridge-based level that contains a EMGP Tower (Electro-Magnetic Genocide Pulse Tower) that when captured, kills the opposing team. Use teamwork to capture and maintain strategic vehicles in each node to win the game.


    Comments: Capturing the EMGP node sets off a countdown timer, when it hits 0, the opposing team that does not hold the node all die. This can be countered if that opposing team flies an air vehicle into the top of the tower (glowing/flickering lightning) within 5 seconds before the countdown hits 0.

    Screenshot:










    Download:
    http://www.map-factory.org/ut3/warfa...-traverse-2301
    http://www.mapraider.com/maps/?fileid=5163

    #2
    wow this is superb...D/L
    btw u should edit yer post & use the "map-war" icon instead of the default one
    thx for ur work

    Comment


      #3
      Changed the icon, thanks!

      Comment


        #4
        Nice looking map! Downloading.

        Comment


          #5
          Nice, DLing

          Will post feedback after I test drive it.

          Comment


            #6
            Hi de.yrc.s, imposing work!
            I hope that I am not alone in having poor performance on your map .
            (because you use too much dynamic light, here a link to improve performance in your map)

            -core and orb support are black
            -there are a strange blockingvolume near avril close to core.
            -mid node effect work well but It is frustrating to not see causing death
            -I think you can improve the fog (at the horizon)
            (more freeback later)

            Comment


              #7
              I followed that link and another link as well. I don't have dynamic lights on anything other than the movers and doors :\ (check-marked every single mesh that shouldn't receive dynamic lights/occlusion. Other than that, while building my level, somehow it jumped from 26mb to 106mb periodically than it finally stayed at 106.

              Comment


                #8
                Originally posted by de.yrc.s View Post
                I don't have dynamic lights on anything other than the movers and doors :\
                If you follow this tip you could delete 600 (approximately) dynamic light in your map and gain framerate:

                After you have select door or mover:
                ->In InterpActor properties
                -->DynamicSMActor
                -->LightEnvironment
                --->LightEnvironmentComponent
                bEnabled=True
                --->DynamicLightEnvironmentComponent
                AmbientShadow: configure color of "fake" light you want (color of dynamic light who touch the SM)
                AmbientGlow: configure color of "fake" light you want
                -->StaticMeshComponent
                --->Lighting
                bCastDynamicShadow=False
                (you can disable castshadow too but there arent improvement)
                Now you can disable or delete all dynamic lights on movers.
                Edit: keep all other option on default
                I hope this will help you.
                (at the beginning I had trouble because there are no tutorials explaining it clearly)

                Other comments:
                -in middle, there are four gateways are not ground (lol)
                -no music?

                Comment


                  #9
                  Sweet I'll check up on those things.

                  Comment


                    #10
                    Also mirrored on Mapraider's three mirrors:

                    http://www.mapraider.com/maps/?fileid=5163

                    Comment

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