Comments
Mr. Brownstone 5/22/2003 11:10a
I’ve only looked at the screenshots (the file is 18 Mb—my 56k is still downloading :B), but this map looks the dogs bollocks, and I thought it deserved some pimpage.
CaSCaDe 5/23/2003 5:10a
the maps overall looks are stunning, i realy love the wierd futuristic building look, BUT (there is always a but ;)) in my opinion i think the bases should be more defined, its hard to find and destinguis which base is off witch team, fame is wierd but some how i like it, but as the read me sais bots are just soso, there are also some ridges you get stuk behind when odging from the ramps, but over all a realy cool map, and it will shure stay on my drive for a while
Evil Vey 5/23/2003 8:50a
Here's my beef about this map...and it's a big one!
There are no zones or anti-portals in this map. It runs poorly on low level machines, BUT IT DOESN'T HAVE TO! Even if the main structure was separated into just 2 or 3 individual zones with a big anti-portal going up the shaft of the structure underneath the main building, I'll bet anything it would drastically speed up this map. The 'one-zone map' concept isn't working here. This is the same problem that killed some of my early maps.
Hell, I'd even re-zone it myself for y'all, but this map would take my crap PC a month to compile, and I'd have no way of getting the massive file out anyway.
It would take a relatively small amount of work to make this map alot better...which is a shame because the design is insane!
Dubbilan 5/26/2003 4:37p
The underneath of the building is "only" around 8000 polys so it would still leave 160k visible in the playing-area, and offcourse you would be able to get good framerates in some areas of this "inside" but I can't see how you would divide it into zones when you still should be able to see the "space" in its entirity from the top of the map...
But, I've never looked at these zoning-posibilities, so if you have any pointers or ways you think it would be possible, please let me know... :)
Evil Vey 5/28/2003 9:14a
http://wiki.beyondunreal.com/wiki/Zoning
The super-oversimplified explaination for what zones/antiportals do is this: If you ain't looking at it, the map isn't rendering it. Keep in mind, without zones/antiportals the map isn't occluding anything at all and is drawing the whole map, all the time (even the stuff you're not looking at). But don't listen to me; read the tutorials from the folks who really know what they're doing :)
There's also a link on the bottom for Anti-portals too. Before I read some tutorials on Zones/Portals, even my simple maps were running like turds. Your best bet to to look at some of the original maps from UT2K3 to see how they were zones. Some of the outdoor maps (CTF-Magma) are simply a zone portal sheet cutting the map in half...but it still drastically speeds up render time.
Modern History doesn't have a massive outdoor area to constantly draw, and although the structures were complex, there wasn't as much to draw and light and it ran REALLY well. This new map has a large outdoor area to draw, so I'd try splitting the map in half right along the very base of the structure horizontally.
With a complex structure like yours, I'd experiment...I'll bet you can drastically improve the framerates after playing around with zones/antiportals for a bit. I'd try to do it myself and send you some ideas, but this map would probably make my computer poop and die.
Good luck...
Dubbilan 5/28/2003 9:22a
Okay thanks... I'll see what I can come up with... :)
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