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DM-SanonMagnamara | | Map Info |
| | File Name | dm-sanonmagnamara.zip | Author | pseudosafari | Gametype | UT2k4 Deathmatch | Date Added | 04-19-2006 | File Version | 1.00 | File Size | 9.59 mb | Player Count | 2 - 8 | Map Description | A Chizra-Inspired map with gameplay that I built to my own taste in fun rather than attempting to cater to the hardcore. Trick jump opportunities exist but quick navigation of the level mostly possible through use of the highwalks. I used about 90% custom meshes and some Unreal textures. Bots navigate fully so hopefully you'll find it fun. Feel free to comment!
EDIT: Turning down World detail and Mesh LOD should ease frame rates for low machines in central area. | Review Rating | -- | User Rating | 5.5 | 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 |
| Manticore 04-21-2006 06:25 PM MDT | Rating: 5.5 | | The map has a good oldskool look but the framerates in the central area are a real problem.
| Turns2Ashes 04-21-2006 03:15 PM MDT | | Don't really want to score because, well, I don't like it.
Overscaled, arena-style layout, little flow, wide open, promotes camping, too dark everywhere but middle, sticky meshes and terrain, boring hitscan fest, players disappear in water, both sniper rifles, really odd and difficult lift jump catapult thingy... Basically, it embodies everything I don't like. :(
Doesn't look bad, though it's kind of hard to tell because it's so dark in the hallways. And before anyone asks, I have brightness and contrast maxed, so I don't think it's my settings...
BTW, it's the water that kills the framerates and that's it. It's not the meshes or the BSP; just the water. If you set your physics level to low the water won't ripple and your framerates will be fine. You have both fluid surfaces set to 255x255 which equates to 130,050 moving polygons that need to be calculated for each frame, killing the CPU.
| pseudosafari 04-21-2006 05:17 PM MDT | | Thanks both for the feedback. Turns2Ashes thanks for pointing that out, I didn't realise fluidsurfaces were so taxing on the CPU (there are 2 of them layered to make up the pool!)>.< - It's the first time I've tried to use them in a map. I appreciate that the gameplay was never going to be to everyone's taste, however I still thought it would be worthwhile uploading the map as there are some people who run maps of a similar style on their servers. I also felt it was a bit of a step up from my previous maps in that it was a bit more complex, so I wanted to encourage some feedback.
Cheers for taking the time to comment.
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