NaliCity
HomeMapsServersForumsMy NaliSubmitChatLinks
Thu, November 21, 2024
Latest Additions
Latest Reviews
Latest Comments
UT Color UT UT2k3 color UT2k3
U2 UT2k4

NaliCity Mothership
65.39.251.19:7777

Search

-Game-

-Map-



Advanced Search

Menu



more...
more...
more...

Welcome to Nali City
Register | Login


CTF-Semiramis 
Map Info


 
File Namectf-semiramis.zip
Authorscarface
GametypeUT2k4 Capture The Flag
Date Added06-27-2005
File Version1.00
File Size19.11 mb
Player Count6 - 10
Map DescriptionIt's a medium ctf map in a persian babylon theme. My destination was to construct a maximum detail ctf map with architecture and plants. The hanging gardens theme was been perfectly suitable. ...enjoy ;)
Review Rating --
User Rating8.5
Overall Rating --



 
Review


No review currently available for this map.
Click here to request a review of this map.

 
Map Comments


Kantham
07-08-2005 01:00 PM MDT
 
Result:

One of the best looking map ever

One of the lowest fps map ever.

But yeah, it's surely one of the best map i have seen so far , in custom stuff and everything. But the fps are VERY LOW, i had 8 fps while looking behind the flag pillard. I can't rate this map. At all.

Desp#2/Rog
06-28-2005 10:05 AM MDT
 
First of... Awesome art design. I think you did an amazing job visuals wise.

Frame rates are very low even taking the world detail to low. But that is already mentioned…

One thing that I found disappointing is that you had loads of water but the actual water looked more like gel instead of moving water and that is where it was weird for me. You could have had an amazing chance to do flowing water… and the thing is you did have a panning texture but it was not visible at all.

That is pretty much the only nitpick I have of the visual side the rest is very nice.

Such a shame this map has low fps because it is really nice looking and the layout I found it interesting for a ctf map.

@Redfist: Because that other map is room hall room type map. It is a lot easier to optimize that way, instead of a huge open area like this map. This map is basically one huge room with a pyramid style layout. This leads to viewing everything in the map at almost one time. I checked rmode 2 or what ever the wire frame one is… and sure it the pyramid covers everything behind it but the polys are around 160,000 which way over the hoop. The other level has a great use of textures. Some stuff was faked instead of adding the mesh detail to make it look right. Overall yes it is clear mapping but it also helps that it was a tight map room hall room map. This map is a pain to optimize and if you want to keep all the detail it is pretty much impossible. Texture in mem was also way high. That is why in good maps you see a change of detail from inside to outdoor areas.

@Scarface: Just keep going do not try to endlessly fix this map. Eventually you will get the hang of things of how much you can put it. I think your going to become and amazing level designer just do not stop and keep going.

redfist
06-30-2005 01:12 AM MDT
 
Why is it this map don't run slow ?

http://nalicity.beyondunreal.com/map_hub.php?mid=8521

it looks like it should crawl ,but it don't

I see, so the other level you never get a chance to see it all at once.Kinda more or less the same thing that happens in ut1 or unreal,it's just that other level seems like it would put my amd 1.1 to a crawl,but it didn't.I dont do any ctf or i would check out this (mabye i will to see),latley I am getting blown away by 7Bullets,man I love that kinda stuff,allways did,over online though.
Thanx for the explaination............

Well I checked it out,and yes it does get slow,but not as bad as I thought it would be,considering I run a slower system than you guys,but my biggest complaint is,i don't like dieing going into an area (outside paremeter) wich is unbenounced to me.that kill zone or whatever,why not just block em.but not being able to go to the outside graphics bugs me.Not just this map but all vidgames in general especialy if it's just water to swim accros.
But don't go by me here,I don't play big maps nor ctf or ons,but whats there is a good prerequisite for the next generation of graphics-maps.

EDIT
Man is that really all you guys do go for are looks ?,it is very cool but nines,anyway,I kinda feel bad for that fluffy_gal dude now,oh well

I put in the forum if you ever read it,but what about warp zones,slice and dice the map up,I only did warp zones in ut but,just an idea for FPS sake.

Another thing too you might know allready,but remove all colision from varius textures on meshes,and or the meshes you can't touch,its supposed to save on CPU power usage.

Ah,oh Sicko,just think if the stock game came out with all the levels like this and everyone of the GAMEPLAY FREAKS had to bring it back to the store.heh talk about funky ratings,well I better get back to my mainfram system now ,bye.......

Jebidiah
06-27-2005 10:14 PM MDT
Rating: 8 
There we go, the first real score on this map. Yes, it's high, very high... let me defend myself:

I know the framerates are turtle-in-molases slow, but this map captures something that few, if any, UT maps ever have: A real sense of art and beauty. It is far easier to create a fanciful space station or industrial wasteland than a serene, peaceful garden, because capturing the sense of glory and realism is almost impossible, but Semiranis has done it! Trees wave slowly in the breeze, a blinding sun sinks into the babylonian city fading into the distance, and awesomely reflective water glints everywhere. Vines, flowers and shrubs peek from every nook, and in places the amazingly shadowed architecture is realistically worn and decayed. The effect is breathtaking compared to the usual themeless slop the mapping world is saturated with.
Gameplay is really, in my opinion, quite fun, with a simple but elegant layout that can be picked up without much trouble. Of course, the framerates do mess things up a bit. But I see the author's dilema. Something amazing has been created, and to take away any piece of it for the sake of a few frames per second seems like a real crime.
Though this map is only for those with ridiculous gaming systems at the moment, I think it is something that every mapper should explore and be inspired by. Plus, when faster PCs allow this map to be played in a non-slideshow fashion, it should be even more of a blast to play. Check it out, if you want to see what real atmosphere is.

mozart
06-28-2005 01:18 AM MDT
Rating: 5 
Wow.

seriously. wow. if you can get the framerates fixed and change that water up a bit I could give this a 10. somebody mentioned before the art work in this was great. they weren't kidding. this is fantastic work. do a little more work and fix the problems and this becomes a jewel.

Hourences
06-28-2005 03:47 AM MDT
 
Great visuals and custom stuff, unfortunally only a bit unplayable but who cares about that if it looks like this :)
I completely agree with Desp on the water tho.

nELs0n
06-28-2005 05:32 AM MDT
 
this is indeed a work of art.
i just don't know how to rate this one because the visuals deserve a 9 imo but i can't play it because of the drop in fps (about 12 in some places here) O_O
if possible please fix this since this map is really one of the best looking i've ever seen and i really wanna play it even though i don't like ctf too much :D

scarface
10-06-2005 01:16 PM MDT
 
Sorry for the bad performance, it's hard to built an open area map with many details.
But I hope you enjoy the visuals. ;)

CursedSoul1
06-28-2005 12:45 PM MDT
Rating: 7.5 
This one is a jewel,
I always complain about gameplay and that kinda stuff,
but i think you know the who, what, how and when about this stuff.

Im really amazed man :)
I wont play this map a lot,
but if i want to walk around in a nice looking romantic-ish atmospherical map, ill load it up.

bot_deform
06-28-2005 02:30 PM MDT
Rating: 7.5 
Looks great but is a little slow,but ha if all women where stunners like CTF-Semiramis I'll settle for that.

CyMek
06-28-2005 09:46 PM MDT
Rating: 9 
It's beautiful. Possibly the best looking map I have ever seen next to Bot40's "cathedral". I love the way it looks. It's beautiful in it's own right, and the theme is a nice change from the usual. Unfortunately, I got such bad framerates I can't comment on the gameplay. I can't wait for scarface's next map.

Amisa
06-29-2005 05:41 PM MDT
Rating: 9 
Beautiful yes, one of the best. For the FPS I've got from 25 to 60 on my AMD 3000+ Radeon X800 pro and 1 MO RAM resolution 1024*768. Little better result on an AMD64 with similar graphic card and RAM. On a weakest PC it's 19 to 40, but while playing I found it smooth.

Sicko Teddy
06-29-2005 10:19 PM MDT
Rating: 10 
Awesome visuals!
I am realy interested in those and pity those kind of maps that get misrated just because of GAMEPLAY FREAKS!.
Even though it is highly loaded with graphics, it ran farely well on my machine.

After playing, I decided to get TECHY and start flying around in ghost mode and see how it is built.
Nitpicking:
I think you are overkilling the polys on certain meshes.
Even though you used things like- one side poly/no poly walls on the horizon city, and you used the visibility cull and antiportals, you kind of smashed down the framerate by putting some unnecessary polys at certain things.
for example i got real scared when I saw the stone hatch with rhombus holes. I mean CMON! that one got many polys that don't do much and the players can't even get up close to them!
also, what are those ridicilous crates on the bottom that don't fit at all! (and can't be reached)
on the bottom rivers you seem to use the water surface actor! WOOOOAAH! that's a main frame killer there! I know, you did that because of the effect of waves and the water current effect, but, hey! we don't even get close to it!
If I were you, I could do it as a split up mesh (like in CTF-MAGMA, where they made the lava flow.)-
that will save lots of polys!
other than that it looks awesome!
(I love the corona effect, and wish I could make one in my map)

GJ with atmospheric map!
hope you would do some poly save work and release version 2 (at sunset or something!)

buffyslayer
06-30-2005 10:52 PM MDT
Rating: 10 
Amazing nice looking map play good too thank you !
http://img295.imageshack.us/img295/5278/ctfsemiramisbeta4ds.jpg

nacon
07-02-2005 12:52 PM MDT
Rating: 9.5 
I confirm the other comments. The map runs like **** but the details are very pretty. Especially the fountain on the top of the map looks very realistic.

performance: bad
quality: very good

I still rate the map to 9,5 because there are less maps where you can find so many details and so complex static meshes. (I think mostly are self made)

washencravzerr
07-03-2005 10:34 AM MDT
Rating: 9 
hm.. nice map, i like it...
9

rommel
07-05-2005 04:02 PM MDT
Rating: 10 
A very cute map with a lot of details.
The performance is of cause bad but my pc also.
All in all a very goof map.
It get's the Rating 10 for wonderful mapdesign.

MurkOx
07-08-2005 09:44 AM MDT
 
too many ifs,ands,buts.
looks artistic though.
Q:have you tried fps in D3D & OpenGL.UT gives you several render options in the UT*.ini..
regards,
MOx.

goldfenix
10-12-2005 09:22 PM MDT
Rating: 8.5 
I really liked your map, because it was so big and awesome. You had those cool emmiters and fluids, it was neat to be in. The only bad thing about it I think, is that it goes a little slow with bots in there, and you cant go down to the lower floor by the water. I like it a ton of alot more than I dislike it, becasue its so big and awesome. Congratulations on this map, it's good!

Collisons also have a role on framerates. Almost everything does. Are you sure you put karma and box collisions for your static meshes? Also, you might want to add fog, which plays an amazing role on optimization, and add some more zones. Do that, and I guarantee everyone will shut up about the framerates. Your ratings will go through the roof, too.

Gears
07-11-2005 03:15 AM MDT
Rating: 8 
This is really an amazing map. 8 becasue of Frame rate. I know you are getting sick of hearing about the frame rate. I've been spending alot of time in the editor looking it over. 53 anitportals is a little high. Eliminate some of the smaller ones and some of the others can be redone as one large one. was able to squeeze a few more frames out by the flag bases. After all that I don't know what else to say. It just goes to show what this engine is capable of and the artist that know how to use it. Next generation cards should not have much of a problem.

hunter
10-12-2005 04:41 AM MDT
Rating: 10 
Does anyone remember DM-Frankenstein for UT99?

Say hello to DM-Frankenstein for UT2004. Review over!



About Nali City | Staff | Contact Us | Report an Error | Privacy Policy
Become a Reviewer | Review Schema | Stats

Copyright © 1998-2024 BeyondUnreal, Inc.


PHP/Coding by MassChAoS, Iridium, Varpu, and Yoda.

Website design by Olento. Modified by MassChAoS.

NC3 concepts and ideas by the NC3 community,
MassChAoS, Varpu, Yoda, Bangout, and Luquado.

NaliCity founded by QAPete.