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DOM-Villager | | Map Info |
| | File Name | villager.zip | Author | Hedge-o-Matic | Gametype | UT2k3 Double Domination | Date Added | 07-25-2003 | File Version | 2.00 | File Size | 6.76 mb | Player Count | Unknown | Map Description | None | Review Rating | 4 | User Rating | 4 | Overall Rating | 4 |
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| | | Review |
| Reviewer | SirTahngarth | Awe Score: | 2.0/3 | Date | 05-17-2003 | Build Score: | 1.0/3 | Review Schema | Cast Score: | 1.0/3 | User Point: | 0 | Overall Score: | 4/10 |
Hmm, the domination maps are finally starting to come in... :)
I should point out that the very large map file means it takes a while to load, but its large because all the custom content (meshes etc) is embedded, which was actually a smart move.
This map takes place in a city sort of environment after some sort of conflict basically destroyed everything. Most of the buildings are on fire, and the map makes for some nice visuals with the unique theme, but my video hardware (128 MB GeForce4 Ti4200) which is significantly overclocked, came out battered and bruised- I run at 1152x864x32- world detail maxed, normal physics, hiher tex detail, highest character detail, and most of the options checked, and I get good framerates for the most part on most stock maps (my CPU is a 1.3gHz P4). This one brings my setup to its knees with an overall average FPS of around 13-15, with it reaching 20 at best and around 7 or 8 at worst. While the layout of the map is quite good and so is the bot support(the mapper provides a detailed explanation of this in the readme), this map is pretty much playable with nothing less than an overclocked radeon 9700 pro. There is your explanation for the Build and Awe. My suggestions to improve perforance of the map would be to make sure you have antiportals in good locations and make sure the antiportals are simple shapes (sheets are best). if thats not enough, remove some of the fire effects and such. While it looks good its not worth the lost FPS. The other weak point is that there isnt muchlighting- it is lit, but lit simply because its bright outside, which brings the temptation to just use a high level brightness rather than light the map. I didnt check to see if it was used, but if not the mapper ought to find out how to use the sunlight actor.
(that one spot shown in the screenshot to the right is the about the only place my framerate approached 30 FPS. )
Overall, a map with a pretty original theme, and a nice shape to it, but unbearably poor performance throughout the map makes it difficult to enjoy. I dont like to take off soley for low FPS, but in this case the impact is that severe. Its not just low in some areas, its low throughout the entire map. Fixing the maps technical problems would earn this map quite a few extra points, as I liked the asymmetrical design which gives the map a different flow and feel than most DOM maps, I just couldnt play it due to the poor performance, and i suspect most of you wont be able to either.
-update- The mapper has updated the map, and the performance has substantially improved- however, I ran into a lot of meshes and some surfaces all over that were covered in the default texture. That needs to be fixed before the score will improve any further. |
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| | Map Comments |
| Hedge-o-Matic 05-20-2003 04:06 PM MDT | | Strange, I never had a performance issure while designing and testing this map. As to the lighting, there IS an sunlight actor in use. Also, all of the antiportals are simple shapes, and not many of them. Every building without a line of sight has an antiportal, as do all of the hills and terrain features. Even so, there are less than 20 brushes in thsi level. Bottom line, all map makers design to their own systems. I'm not running any sort of powerhouse myself, and had no problems.
If you are going to do "technical" reviews, such as build and design commentary, please open the map in the editor and see what was done. That way your comments will be relavent. As it is, they are not very helpful. To review gameplay, try reducing your settings, if needed, and say in your review what settings were required for you to get smooth play. This would also be helpful information, as would a rundown of the stats of your machine.
I'd be interested in more feedback, to see if the map runs generally slow and needs to be optimized more or differently.
UPDATE: Hmm. Strange, I never thought I had a very powerful system. In any case, I'll Update the map and send it out in a few days. Stay tuned!
| Bot40 05-21-2003 06:16 AM MDT | Rating: 4 | | "Bottom line, all map makers design to their own systems."
Nah, this is just a myth. Most experienced mappers will try to keep the poly count below a certain level and sacrifice detail to make their maps run on other people's rigs (I know this is one thing which I am always thinking about when I map cuz I know that the majority of people don't have 9700 pros)
| {DAM}MoxNix 07-26-2003 09:27 AM MDT | Rating: 4 | | No framerate problems here (AMD XP 1800 and R9700-Pro). Over 100 FPS everywhere (well over in most spots), higher than on most stock maps. The custom meshes look ok, but the ground is too flat and doesn't look right.
| SirTahngarth 09-08-2003 10:12 PM MDT | Rating: 3 | | I've been told that this map has been updated- I'll try to have the review reflecting that in the next few days (my dls are slow where I am now and I have school which is eating up time for UT2003 when I also have testing work for two mods to do as well as other games I play ;) busy old me)
| mangan }swe{ 03-31-2004 04:07 AM MST | Rating: 3 | | screenshots look awesome but this map sucks its to overdimensioned and the fps was under what this is worth it was boring to play !
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