Hello everyone. Glad to announce that my new map is finally ready!
This time the style of my map is Egyptian.
Many things such as textures, staticmeshes, emitters for my map were taken from maps: BR-Anubis, CTF-Avaris, and of course, ONS-Crossfire.
It's medium or large - sized, opened map with a lot of vehicles, weapons and so on. This time tried to add SuperShockRifles ).
The map is divided by walls where I placed all Anti-portals. Mostly to optimize the map I used anti-portals and zone-portals only.
Vehicles are also the same that I used for my previous maps except for one moment that I decided to add Mino in the middle of the map .
Generally map came out beautiful, simple, balanced and bright but it's only my opinion. Hope to hear yours
https://www.dropbox.com/s/8j01azz8y83ky ... 1.rar?dl=0
ONS-AncientTemples-Sed
-
- Posts: 70
- Joined: Tue 10. Mar 2015, 17:27
ONS-AncientTemples-Sed
You do not have the required permissions to view the files attached to this post.
-
- Posts: 2025
- Joined: Sun 7. Jun 2015, 22:12
- Description: https://discord.gg/X4V8THM
- Location: Germany
Re: ONS-AncientTemples-Sed
Nice Sedoy!
I only had a fast look.
The map itselve is looking very nice and if I would build a Temple city I would build it somehow like that.
FPS wise it's may a litle low: I have 35 at the core where the flyers are without nodes build, and 24 with nodes build in a flyer at one edge. The FPS are fine as long you are on food. May ,ake the walls higher, less flyers, put the doors a bit to the left and right so that you can't look from one end to the other.
Teleporter 1 and 0 have the same Tag and URL as the other two.
Musik is missing.
Zone Sounds are missing.
Location names would be nice.
You could make the big cube with background a bit bigger. Than you wouldn't see the boundery so clear. Your "waterlevel" brush could be higher, and either also bigger or very small.
Why are on the one door at the core two zone portals?
Not sure if the AntiPortals will work correct when they are halve inside a normal brush (for example AntiPortalActor21)?
The Mino is extreme dominant in the midle on the high ground. May make something that you can't shoot all nodes from there.
As said, the map is looking very nice.
I only had a fast look.
The map itselve is looking very nice and if I would build a Temple city I would build it somehow like that.
FPS wise it's may a litle low: I have 35 at the core where the flyers are without nodes build, and 24 with nodes build in a flyer at one edge. The FPS are fine as long you are on food. May ,ake the walls higher, less flyers, put the doors a bit to the left and right so that you can't look from one end to the other.
Teleporter 1 and 0 have the same Tag and URL as the other two.
Musik is missing.
Zone Sounds are missing.
Location names would be nice.
You could make the big cube with background a bit bigger. Than you wouldn't see the boundery so clear. Your "waterlevel" brush could be higher, and either also bigger or very small.
Why are on the one door at the core two zone portals?
Not sure if the AntiPortals will work correct when they are halve inside a normal brush (for example AntiPortalActor21)?
The Mino is extreme dominant in the midle on the high ground. May make something that you can't shoot all nodes from there.
As said, the map is looking very nice.
-
- Posts: 70
- Joined: Tue 10. Mar 2015, 17:27
Re: ONS-AncientTemples-Sed
Thanks for feedback Miau. I appreciate it. Sounds and music ... I really forgot of them at all, i wanted to add some though, thanks for reminding
-
- Posts: 574
- Joined: Fri 3. Feb 2012, 17:57
- Description: Just play for fun.
- Location: Fr
ONS-AncientTemples-Sed
Very nice looking map:
You made the choice to not use fog, well.
Anyway for optimisation purpose it will be a good thing to use this large pyramid at the center of the map as a big antiportal and even more while you use flyers, easily, just by setting the appropriate flag of the fours faces, as well of fews others surfaces.
Before:
After:
You made the choice to not use fog, well.
Anyway for optimisation purpose it will be a good thing to use this large pyramid at the center of the map as a big antiportal and even more while you use flyers, easily, just by setting the appropriate flag of the fours faces, as well of fews others surfaces.
Before:
After:
You do not have the required permissions to view the files attached to this post.
-
- Posts: 574
- Joined: Fri 3. Feb 2012, 17:57
- Description: Just play for fun.
- Location: Fr
ONS-AncientTemples-Sed
It works, the only difference is if it's inside the bsp will be rendered, if it's outside the bsp will be eclipsed, instead of antiportals theses walls could be subjected to the same treatment as mentioned below.Miauz55555 wrote:...
Not sure if the AntiPortals will work correct when they are halve inside a normal brush (for example AntiPortalActor21)?
-
- Posts: 70
- Joined: Tue 10. Mar 2015, 17:27
Re: ONS-AncientTemples-Sed
Great! Thanks Gloups! I should try this one
-
- Posts: 81
- Joined: Tue 16. Jun 2015, 07:42
- Description: someone
Re: ONS-AncientTemples-Sed
This one looks really gorgeous!
-
- Posts: 70
- Joined: Tue 10. Mar 2015, 17:27
Re: ONS-AncientTemples-Sed
Thanks Petya, as soon as i can i will continue to edit this map, sorry for such a delay
-
- Posts: 81
- Joined: Tue 16. Jun 2015, 07:42
- Description: someone
Re: ONS-AncientTemples-Sed
I admit, I always had a soft spot for UT2004's egyptian design, but this one looks really promising. Looking forward to playing on it!
-
- Posts: 70
- Joined: Tue 10. Mar 2015, 17:27
Re: ONS-AncientTemples-Sed
Finally...
here is a new version
Music, sounds - added
Teleporters - fixed
Cull distance and two more anti-portals + Gloups' idea
Locations names
Water texture does not have such visible boundres
https://www.dropbox.com/s/nflt5d7fxp2ap ... 7.rar?dl=0
here is a new version
Music, sounds - added
Teleporters - fixed
Cull distance and two more anti-portals + Gloups' idea
Locations names
Water texture does not have such visible boundres
https://www.dropbox.com/s/nflt5d7fxp2ap ... 7.rar?dl=0