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CTF-Egyptian-Harbors 
Map Info


 
File Namectf-egyptian-harbors.zip
AuthorBIG-MICK
GametypeUT2k3 Capture The Flag
Date Added03-21-2004
File Version1.00
File Size16.67 mb
Player Count10-14
Map DescriptionNone
Review Rating --
User Rating --
Overall Rating --



 
Review


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Map Comments


BIG-MICK
03-22-2004 01:08 AM MST
 
Big Thanks to who ever put the map up I tried using the ftp client upload but could not get through

There is also a UT2004 version over at unrealplayground

The UT2004 Conversion of the Egyptian Harbor map combat's known missing collision problems when you try to use the ut2003 original with ut2004 ..So if you buy 2K4 which everbody should because it ROCKS!..
This is the version you want!...If you do download try and view it for the first time with the firstperson spectator mode as you can learn the layout quickly and to see through the eyes of the bots is the coolest thing ever! I hope you enjoy the map!...... Big-Mick

I thought I would post this as the issues raised may come up here
This is a reply to a post I had from Lise over at beyondunreal which brings up some valid points so I will add it here! also posted in the 2004 thread!


[QUOTE=Lise]My take:

The outside runs too slow. :( I have my settings on all normal on a GF3 Ti500 and it's unplayable outside... I don't get that on other maps. The outside seems a bit "cluttered" too - maybe you could tone it down a bit?

Also, why no pretty particle effects for the boosters?


It needs polish, Mick, but it could easily be a good map. I like the whole "bouncing around the harbor" idea.

Oh, and the skybox jitters when you turn. :hmm:[/QUOTE]

Thanks for trying it Lise I know it isn't perfect! but I still like it
I will try and answer some of your comments

The low frame rate issues in the central harbor were stated in the read-me
as I said there I made the harbor too big and open and it was a absolute nightmare to optimize..But I wanted to make it authentic and these Egyptian harbors were just that large open areas so I had to go with that ..The frame rate from then on controlled what I had to add Namely The clutter and I agree with you the harbor is cluttered .
It Could be mostly down to the addition of the large Monoliths in large numbers in the red base and to a lesser extent in the blue base these don't look good and restrict visibility...But most importantly where solely put in place to house large anti-portals which were a necessary evil ...to combat the low frame rate...Likewise I started the map with lots of nice particle effects but had to remove them from the final build again because of FR.
So the moral of this story is!... When you make your maps stay clear of large open areas with lots in view as you will have to battle this tooth and nail for every frame.

PS you may have noticed in the preview picks the screens of the symmetrical version which is clutter free thats because both bases are sunken to a degree and were easier to screen with less obtrusive anti-portals so please give it a look when it comes out...got to add that The frame rate is not such a problem with more modern cards.The GF3 Ti500 being a bit of a dinosaur these days .



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