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DM-Escherfall | | Map Info |
| | File Name | dm-escherfall.zip | Author | ctph | Gametype | UT Deathmatch | Date Added | 09-09-2005 | File Version | 1.00 | File Size | 3.9 mb | Player Count | 6-8 | Map Description | None | Review Rating | -- | User Rating | 7 | Overall Rating | -- |
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| | | Review |
| No review currently available for this map. Click here to request a review of this map.
| | Map Comments |
| GenMoKai 09-10-2005 07:43 AM MDT | Rating: 7.5 | | I had expected of it, but the map looks cool anyway There are some good points and bad points
Good points -refreshing architecture -nice skybox :) -good lighting
bad points -bit laggy when you fly in ghostmode (nog a big problem) -ammo behind doors will be distroyed -you get stuck in the water rad
in other words its a nice refreshing map to bad there are some mistakes, but not not a big problem, i give also a 7.5 becuase they other did as well ;)
| kais 09-10-2005 05:19 AM MDT | Rating: 7.5 | | This map looks pretty cool, loads of nice details, a few cool movers and I really liked those portal-thingy's. Its fun to play against bots, I'm not so sure about the weapon placement though. I could only detect one minor hole, but thats hardly noticable. I didn't really like the lightning though. One pathway was way to dark (almost black here) and the colored light should have been a bit more subtle imo. But overall a nice and origenal map worth downloading:)
| GTD-Carthage 09-10-2005 06:09 AM MDT | Rating: 7.5 | | Damn... talk about Escher. He's the world's craziest architect I know and has redifined dimensional physics...
There had been a dozen of Escher-based maps before but this one would probably be the best. I give this map a 7.5 for offering uniqueness and creative lay-out for the warpzones in the "water-towers" and also the plan of rendering this map out of an old image drawn by Escher... the only thing I didn't like that much would be the low-framerate in the map as well as the ugly terrain but I'd settle with redoing the terrain instead. :)
| Denny 09-10-2005 09:00 AM MDT | Rating: 7 | | This map is definitley unique that's for sure. The architecture is quite nice, those doors look a little weird though (i.e. their a bit too big imho) other than that though it's fine in that department. Lighting seemed alright. The bots we're excellent, i was getting owned all over the place by the bots.
Texturing looked fine too me, i noticed some overlapping textures in a couple places but they we're pretty small. The thing that kind of sucks is the lag, man is this map laggy and i got a year old rig (P4 2.8Ghz, 1GB DDR-400, Geforce FX 5700Ultra) which could be my graphic settings too you never know really.
But i don't rate maps soley on lagness so that don't detract from the score. It's a pretty interesting map, if you got a fairly modern rig i suggest you give her a try.
| ctph 09-12-2005 05:36 AM MDT | | Thanks for the comments and ratings everyone :D You've all mentioned some good points. I know what you mean about the lag actually, certainly in some areas it can slow up a bit.
Redfist: yeah, good idea, but I reckon a lot of his stuff really is impossible to make! Like belvedere for example, trying to get the ladder to start inside the building and finish outside.. eek - Wow, what an amazing amount of time and effort you spent on that, really appreciated! TBH I didn't really consider the optimization of the map, even though it was lagging a bit on my machine. I could still play it with no slowdowns in most areas. Thing is, I assumed most comps that can run UT2k4 should be able to handle almost any UT99 map, but I guess there's a limit even there. Anyway, cheers for the ideas, I'll keep them in mind next time AFAIK the water is flowing down, on the picture there are splashes at the bottom
| FraGnBraG 09-10-2005 11:23 AM MDT | | nice job from the looks -- i will comment more later after i play the map (i'm a bit partial to this type of dm map :) as for lag, the only concern for the mapper should be with poly and nodecounts should be from "legal" player views on the ground (ie not from jumpboots kickers, low-grav floating, or ghosting or flying or spectating etc) having to consider those aspects is COUNTER-PRODUCTIVE to mapping these days (imo, of course) try and not exceed 400p/800n but if you do in some spots then so what ...! i'll be back
| redfist 09-12-2005 02:59 AM MDT | Rating: 8 | | Didn't play it,but I got to sse,man I should just post a 10,awsome doing that,I allways was keeping this for a rainy day,on doing this exact same thing. Very cool,glad you tackled somthing like this,even if it wasnt for any game. I bet if you follow more of his work and trying to do maps youl have a good edge on geometry,art and level editing(only if it was DM)
EDIT..........(I coulda swore I saw CTF someware,the last I looked,oh ,anyway, it is DM)
OK man set me straight cause I know that doing a drawing ,plus this and his art,BUT Isn't that drawing supposed to show water flowing uphill ?,for the psych-out. Seems to me the paddle should be spinning the otherway as well as the water texture going up.I would have to go look at that drawing again.
All you need now are all the surfaces set to mirror LoL,you have just about everything in there thats hard on things the engine and vid cards.
255 radius lights;really large BSP area cut out;that terane those 2 adds below lots of polys there;no use of semiesolid brushes;some heavy complex brushes;and all those trees;and skybox additives;then the map as a whole.
I am sure you know mapping better than me,but I tried a few things.First I got rid of the the two terain add brushes below ,it took out about 3000 polys,down to 7100 from 10,000.The map file went from 9 meg to 7 meg.
Then I got rid of the trees accept in the main area on the play area,hehe map went back to 9 meg file.
Then deleted that highpoly skybox brush and made all surfaces have no fakebackdrop and deleted the outside four subtracts,well map still ran slower than I thought it would. So, I selected all the adds (at this point I am probably frying your map) and I merged polys,and without being the author I didnt see any probs and the polys went to 5199 and It was noticably better FPS. But I might of messed up the BSP I dunno.
(I probrbly was getting below 10 FPS,I never hit the view thing for FPS,it was slooooow. I run opengl with compressed textures,AMD1.1 512 ram and Ti-4600,not a modern system but holds out well,played HL2 no big probs,and UT04.But I have ran tons of levels in UT and I judge from comparably speaking.
The I tried merge on the subtracts,but also I was thinking making that large pedistal add brush a semisolid, LOL well then it was building into oblivion,had to end task.
However,If I was doing this I probably would think of just making, rather than the nice scenery,have some kind of box map and add things that are all his art like pictures on walls along with a wild funky sky. Kinda like the whole map would be about art,and modern art more or less.
Well all in all a cool thing you did there,map is really not for gaming,unfortunatly,effectivly this map should get about a 5.5 but ! ,setting aside FPS and gameplay, I will post an 8 for the things you did in there,and,just because it's cool.
The only thing you might try just for fun,is select brushes adds or subtracts and hit"merge polys" and see if it screws up or not,it seemed to help the most.
| Arch-E-Tech 09-10-2005 08:35 PM MDT | Rating: 7 | | Yeah a bit laggy, cool idea though bonus points for that, could look nicer but hey i still think its a great job. Kinda like DM-Mirage check that one out its cool.
| REDpittBULL 09-12-2005 07:32 AM MDT | Rating: 6 | | gut
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