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CTF-DavesKillers | | Map Info |
| | File Name | ctf-daveskillers.zip | Author | Death4u2 | Gametype | UT2k3 Capture The Flag | Date Added | 08-11-2003 | File Version | 1.00 | File Size | 1.23 mb | Player Count | 0-12 | Map Description | I made this map for the DK clan, And I made it to be played with instagib and online, even though you can play it with normal weapons and it has full bot support.I think it turned out great.
So go have some fun. | Review Rating | -- | User Rating | 5 | Overall Rating | -- |
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| | | Review |
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| | Map Comments |
| wing_zero_ex 08-13-2003 09:54 AM MDT | Rating: 1 | | This map is garbage to the second power.
| Home boy 08-14-2003 08:45 PM MDT | Rating: 7 | | This map is cool..Basic CTF map .I'm sure you will find it on some CTF servers.Just one thing...Remove the D K .Looks out of place.
| tranzcoder 08-15-2003 12:37 AM MDT | Rating: 6 | | First off this is a pretty good map; you can tell this is not the author’s first map. Nice basic symmetrical maps allow for good game play, but the recommended player load is too much for this map. With 10 bots frame rates dropped to about 19FPS.
Ok, what’s wrong with what you can see? Not much, but its all in the details. First off, the gold columns are out of theme, and the re-skinned humanoid walkways mesh look stretched on the edges, the passage way mesh (cf_sm2_passage) used in the flag bases are above the floor of the base and ceiling texture used in the base doesn’t look very good.
So what’s wrong with what you can’t see? That is what is killing the frame rates. First the terrain map is WAY too big for the map area, like 4 times too big! Use a lower terrain sector size and where ever the terrain is not visible, such as under a building, use the visibility tool to hide the polygons from the engine. Using more than one texture layer makes the terrain look more realistic. The other problem that slows the map down is the high number of meshes used without blocking volumes. Using a blocking volume around a mesh reduces the number collisions the engine has to calculate and produces higher frame rates. This also applies to the cliff meshes.
Also of note, there is a 'hole' above each redeemer that allows a player outside the play area. Using a sunlight actor in the skybox, would have produced much better lighting and shadows.
This map will make the rounds; and I believe it deserves a 6 overall. Keep up the good work, and start learning Maya. :)
| Death4u2 08-15-2003 01:21 PM MDT | | Thankyou I will keep all of that in mind on my next map.
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