First of all a big, BIG thank you for taking the time the make this Sedoy. We're coming up to our 11th year now, so to still have new content being created is fantastic and I know everyone really appreciates it
You've clearly put a huge amount of work into it, the attention to detail is great. It flows very nicely as a map and feels natural, the vehicles are well thought out and play a big part in that. I can't wait to see it on the server but there's just one or two things that need looking at before it can go on, and of course some suggestions.
Issues:
- The nodes don't quite fit onto the radar map. The CustomRadarRange in level properties needs to be adjusted.
- The blocking volumes kill any Raptors if they are travelling too fast. Perhaps try placing ForceDirVolumes in front of them (Found in OnslaughtSpecials2_RNH.u package).
- The static meshes such as staticmeshactor4942 have huge invisible collisions. There are 11 of them on the map, maybe they could be replaced with some of the others you've used elsewhere.
- Some of the building static meshes such as StaticMeshActor2452 have collisions that block players when it looks like you should be able to go there. They need some walls + windows.
- The players already have the Badgers_V2beta3.u package from other maps. Adding the Badger from it's package rather then myLevel will reduce the map size.
- Same with the KingHellHound which is in the KingHellHound.u package.
- If you rebuild the map using the rgb8 format it'll cut the size of the map down by about a 1/4.
- Objects pop into view in the distance. The ZoneInfo/SkyZone need some adjustment. May also need to add an extra smaller fog ring to the skybox.
- The skyline meshes used for walls and windows from the Skyline package have the reflections on the glass from a different map. Not really an issue, but I thought I would mention it.
- The link setup (which could be place inside the map). There's only two links to each core and one of them is 4 nodes long. This would need to be changed before it can go on. Maybe a link to the primary or secondary node from a central node on this link?
- Nodes 1 and 2 could be zoned off.
Performance:
The performance is the biggest issue with the map. I've got a reasonably strong nVidia 680m and a res of 1600x900 and I was getting 70fps in places with no bots. For a lot of the players with even older cards this would be a real issue and spoil a wonderful map. I can see you've added Anti-Portals, zoned off areas, hid hidden terrain etc but it doesn't seem to make enough of a difference.
If you load the map and type "rmode1" in the console you can still see most of the map and I think that's partly because the static meshes are too large to be fully coved by the anti-portals. It's definitely worth having them at ground level for the players on foot and it might be an idea to put invisible collision hulls inside of them for online play (addspecialbrush - prefabs, just make them slightly smaller then the anti-portals), but I don't think the ones higher up in the buildings are doing enough to keep on the map.
The only thing I can suggest of is lowering the fog distance and maybe zoning off the map just like on Urban.
Other suggestions:
- The custom weapon lockers which you can myLevel from Bitchslap save player having to throw weapons.
- The special nodes from OnslaughtSpecials2_RNH display the health of the nodes in the radar map which is always useful to players on maps like this.
- The weapon lockers could perhaps do with some extra link gun ammo.
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That's all I can think of. You've done a great job and I can't wait to play it on the server
