I think I have add some consistency...Maniac wrote:...
- the name is OperaHouse, and the only Opera-ish thing in it is that grey unnamed building in the middle
- many map flaws, such as invisible blocks, non-aligned textures etc
- bad global design - so much space, so many places to use - and so little space is actually used. You can never tell if that ruined house contains a node, a superweapon, a path to core, a clown from far space or just nothing. You can let 32 players there and they can wander around and never see each other
- bad local design - you can never tell where you are without a minimap... everything is alike in the bad meaning of this word...
All the static-meshes were treated in 3dsmax, re_textured, optimized, adding smoothing groups, manual re-triangulation, enlarge somes entrances and somes walls, sometimes decomposed by material id, modify at somes points... short history it take months...90% of seams are fixed.
We reach the limit of our old (but so good) engine, optimized a map like this take much time than doing the map itself in the purpose that all the players can play without a war machine, make a simple door in a wall can take 200 triangles, multiply by one hundred for a city, you must add the building of static-lights for all theses triangles..Maniac wrote:...
- A hard one, but still: change internal buildings architecture. The good example is Call of Duty 2 Russia multiplayer maps - even with many doors, windows, holes in the walls; even with many corridors, rooms and multiple floors - there are almost always only so many entry points in any given location, or the location is of "arena" type. What is the use of 20 randomly placed ruined buildings on 100x100 meters square if they do not offer anything in tactical sense but, well, using them as obstacles? ...
Hehe, now there's an interior, knock at the door!Maniac wrote: P.S.: I really thought the Opera House is the *insides* of it - all the seats, curtains et cetera, not the outsides

Of course I was looking for Superchaz during severals days and send him e-mails but he seems to have disappeared from the net.
Well think, the link setup needed two mores nodes for working well, so much hard to defend the bases and makes comebacks, so the cores are now in the buildings, unfortunately (or not?) vehicules are become facultative (minimum).EmanReleipS wrote:...
Vehicles are difficult to use since the ground is so uneven and there is so much rubble around everywhere. I think raptors (more of them) and some mantas (since they hover) would be more suitable for this map than badgers...
...Having the primaries (3 and 4) connected to 3 nodes each is a bit much, especially because one of the secondaries (1 and 2 respectively) is so far away and hard to reach. How about connecting 1 and 6 (instead of 1 and 3) and connecting 2 and 5 (instead of 2 and 4)?
I change the position of nodes and add a minimap, improve the sky-box, Relics, better bots support, replace ladder volume by physics volume and jumppads.
Useless to make the list of all changes, i even can't recall all of them.
Ons-Operahouse-V2