m a p r a i d e r
Welcome to Mapraider.com - Maps for Unreal Tournament, Doom, Quake and More
 
Silysium v1.0
Score
Stats
Views
3084
Downloads
620
Ratings
17
Revision History
Version
Score
v1.0
3.59


Add this map to your pick list.
downloaddiscuss
by Dubbilan
Add this author to your favorites.
E-mail the author of this map.
Submitted 5/21/2003

My second UT2003 map. This has mainly been to make an extreme architectural experience, but the inside is designed with a different approach to a bombing run layout. Hopefully faster and more like basket ball instead of american football...

Download links 18.2 MB

Download Mapraider Direct Download
Download Mapraider Indirect Download
Download Mapraider Gnutella Download
Download http://www.unrealplayground.com/...
Report this as a dead link.
Download http://nalicity.beyondunreal.com/...
Report this as a dead link.

Related Links

Review http://unrealplayground.com/...
Report this as a dead link.
Review http://www.fasterfiles.com/...
Report this as a dead link.
Review http://nalicity.beyondunreal.com/...
Report this as a dead link.
Discussion http://nalicity.beyondunreal.com/...
Report this as a dead link.

 

Unreal Tournament 2003
Game Types
Bombing Run
Play Styles
All
Genre
Wacky/Humorous
Map Size
Medium
Player Load
4-8 players

 

Comments

Mr. Brownstone 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 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 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 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 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 Dubbilan 5/28/2003 9:22a

Okay thanks... I'll see what I can come up with... :)

Add Your Comment


 

Report this file to an administrator. Search for more maps that are similar to this one. E-mail this page to a friend.
 

F.A.Q.s | Support Your Community | RSS Feeds | Content Sharing System | Search Plugins | Add this page to del.icio.us

Contact Us | Advertise with Us | Terms of Use | Privacy Policy

Copyright © 2002 Mapraider.com All rights reserved Duplication in whole or part is strictly prohibited

Site design and development by Scribblefish Media® LLC