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View Full Version : DM-Evermore...more screeenies as requested...


Rev-Caine
6th Mar 2002, 06:09 PM
Here are more screen shotz as requested. I don't know how to find the poly count for each pic so if someone could help me there I would greatly appreciate that.

Rev-Caine
6th Mar 2002, 06:10 PM
another

Rev-Caine
6th Mar 2002, 06:11 PM
sc3

Rev-Caine
6th Mar 2002, 06:11 PM
sc4

Rev-Caine
6th Mar 2002, 06:12 PM
sc5

Rev-Caine
6th Mar 2002, 06:13 PM
sc6

Rev-Caine
6th Mar 2002, 06:13 PM
sc7

Rev-Caine
6th Mar 2002, 06:14 PM
sc8

Rev-Caine
6th Mar 2002, 06:15 PM
sc9

Rev-Caine
6th Mar 2002, 06:16 PM
sc10

Rev-Caine
6th Mar 2002, 06:17 PM
sc11

Rev-Caine
6th Mar 2002, 06:18 PM
last one heh...

StoneViper
6th Mar 2002, 06:21 PM
map looks really great. im kinda worried about the polycount though, esp last two pics. type "stat fps" in the console to find polycount

Rev-Caine
6th Mar 2002, 06:33 PM
RFLMAO....highest poly count I could find waz obviously in the main open area and it peaked@ about 639...I have merged every poly possible, removed the flicker from da flamez...I could change a few more brushes solidity to semi-solid tho. It will run a little shakey in the open area if you have a slow azz comp...minez a 1.4gig Athlon wif da GForce, 512 ram and its a little shakey.

Balton
7th Mar 2002, 09:37 AM
the map looks interesting... can'T say more althought i dislike the wall tex that you've used... maybe too open at places...

Lruce Bee
7th Mar 2002, 02:14 PM
Screenshots look interesting but if you're hitting 650 polys (without bots?) and struggling on your machine - then you are in serious s**t

Don't get me wrong I love high poly maps with interesting architecture but even I'd draw the line at downloading a map with those kind of figures

You have a ton of arches you've duplicated and linked together and it has to be that that's killing it - I'm afraid you're gonna have to get the knife to some of them and take em out

Lruce Bee

Rev-Caine
7th Mar 2002, 03:00 PM
Ok, the arches(1 brush 3 arches) themselves are showing about 100 polys each...4 brushes containing 3 arches each= 400 polys and of course all sides are not being rendered at once. The problem is that it's a large open space where you have to render all the other detail that's in view as well. I could solve the whole problem by replacing the glass walkway with a floor but then the whole effect is down the drain. I have merged every poly possible and even dropped the original node count from 11,764 to 8,564.

Another interesting point...the bots no matter the skill level they are on will avoid the mini like the plague??? Maybe it has something to do with the fact it sits on top of the mover that covers the pit. I have even boosted it's "Maximum Desireability" to like 2.5-3.0 (that's higher than the dam. amp) and they still stay away from it.

I have made the map available for download if anyone is interested.

Hourences
7th Mar 2002, 04:36 PM
the arches are too high poly, remake them in low poly version and the map will run smooth
and the waterfall doesn tlook like a waterfall
and light doesnt seem to be sourced well on some pics, and its a bit white and boring

Rev-Caine
7th Mar 2002, 10:04 PM
They are only screen shotz ;) maybe if you would take the time to download the map you would see the big difference. Aparently I don't know enough about map making to understand what you mean by "make low poly arches" I've made them as low as I can
to make them look as good as they do.

Horton'sWho
7th Mar 2002, 10:46 PM
I dl'd but the map won't load:

Failed to find package "Anc2"

?

Rev-Caine
8th Mar 2002, 12:36 AM
CRAP, really sorry Horton'sWho I tried putting the anc2 texture in with "mylevel" so it wouldn't have to be two separate files the .unr and the .utx someone told me erlier I could do that but I guess I did it wrong I will post a new zip right away with the tex file included sorry bout that.

Eyuva 'S' NRG
8th Mar 2002, 05:26 AM
Originally posted by Hourences
the arches are too high poly, remake them in low poly version and the map will run smooth
and the waterfall doesn tlook like a waterfall
and light doesnt seem to be sourced well on some pics, and its a bit white and boring

yeah that sounds about right

Hourences
8th Mar 2002, 12:42 PM
yah cant really say of they are high poly, but they look very smooth, the rounding, how many sides are that ? i ment, if you have used too many sides they get too high poly, so your total map will be unplayable, post a pic of a arc in perspective view :)

Rabid Wolf
8th Mar 2002, 12:53 PM
I don't like the texturing. almost every pic you posted had some major need of better texturework. (gheyest was the polished hardwoodfloor in an open-air alley...)
also, the architecture is inconsistent. you should stick to square pillars, not octagonal ones, rectangular ones all thrown in.

Rev-Caine
8th Mar 2002, 08:03 PM
Ok here's a pic of the Arch brush, as you can see there are 11 polys per arc (inside, not counting the pillar) and could only be lowered to maybe 5 polys and still resemble some type of decent artistry. Each "side" of the arch contains about 33 polys which makes no difference because they are merged and only present one poly each side. I see alot of Epic arches (doorways) that are 5 poly omg they are ugly. Those arches rely heavily upon texture to "fake" it.
Out of curiosity I put in a floor separating everything below the walkway the shieldbelt is on (sc11) from above and wacked nearly 250 polys...as I stated before it's not all the arches fault. It's a combination of a good amount of detail being displayed all at once in the big open area.

Rabid Wolf- As far as you not liking the textures well that's a matter of your own oppinion. The textures line up very nicely on 95% of the map unlike some terrible texture alignment on some Epic maps (Tempest-take a close look). There is a nice consistency with ample variation and no clashing.
As far as the wood floor, well first of all your thinking is way to logical to be mapping or at least be judging anyones map. This setting is not on this earth...hmmm let's see you can see another planet in the sky...so anything is possible. Use your immagination ;)
If you look closer you will notice all the pillars are "Square" the arches meet at the end and butt into each other but are still square. Look at "sc3" and "sc4" and tell me that's not beautiful architecture.

I appreciate constructive critisism if there really is such a thing but please after all my hard work don't tell me something looks "GHEY" as you put it..try thinking outside the box and if it's something you wouldn't do that dosn't mean you have to put others down for doing it.

Rev-Caine
8th Mar 2002, 08:19 PM
Hourences wrote...

the arches are too high poly, remake them in low poly version and the map will run smooth
and the waterfall doesn tlook like a waterfall
and light doesnt seem to be sourced well on some pics, and its a bit white and boring

The last time you looked at a waterfall in nature you would see that the surfaces that the water is tumbling over are usually not smooth, rocks and other natural protrusions make the water fall irregularly. As for my particular waterfall well it is cascading over a perfectly smooth surface which in turn would naturally make it come down in a fairely smooth sheet...but still there could and would be some slight variation in the waters pattern but hey what can I say you can only do so much with the Unreal Engine and this was my first waterfall ;)

Rev-Caine
8th Mar 2002, 08:34 PM
Just incase someone was wondering about the references to texture alignment on Epic maps, well don't get me wrong the mappers that put out the original maps were indeed great artists but I just cant see letting something like this slip by.... By the way the opposite wall is perfect.

Evil_Cope
8th Mar 2002, 08:53 PM
arches to rounded lighting too bland and...DONT USE THE LAMP MESH . its damn hideous.


looks generally interesting though... just needs work.

Hourences
8th Mar 2002, 09:33 PM
11 sides is too much, lower them, and yes then they will be blocky, but erm, you got 650 polys now, if you want someone to play it lower it, otherwise no one will
and add smoke stuff to the waterfall, and a leeter texture, its not cause the name of the texture says ''waterfall'' or something that it neccerially means that you need to use it as a waterfall :)
smoke or fog around the waterfall, leeter texture, a possible water ring effect in the water under it, and so on, cause what you have now looks erm, a couple of shapes with a blue colour on it

@kuma
9th Mar 2002, 09:46 AM
the lamp isnt too offensive, it's that 'lamp on a melted stick' vartiation that dislike

the problem with the lamp is the skinmap is 256x256 but only 4 pixels of that are actually used for the lamp skin, so reskinning it with something less 'gh3y' isnt really possible for a quick fix.

I see lots of curves in those shots

Rabid Wolf
9th Mar 2002, 10:36 AM
don't ever justify--

Rabid Wolf
9th Mar 2002, 10:36 AM
-- your own shortcomings --

Rabid Wolf
9th Mar 2002, 10:38 AM
-- by the shortcomings --

Rabid Wolf
9th Mar 2002, 10:40 AM
-- found in nigh on three year old epic maps...

@kuma
9th Mar 2002, 10:44 AM
like the man says, dont bash him for thinking outside the box :hmm:

Horton'sWho
9th Mar 2002, 10:54 PM
Well-- I'll leave the texturing comments to the pros...

Gameplay on the other hand: I really like this map. It does slow for me--just a very little in the center where the polies jump up but it didn't detract from the game. I like the overall look and the flow is quite good.

It plays out well.

N1

Rev-Caine
10th Mar 2002, 06:19 AM
Rabid Wolf says.... well alot...hahah

Gotta love those people who put sooo much effort into pointing out others "shortcomings" and GHEY this and GHEY that...hahaha.

Now I'll say. You're right like " I said " about 5% of the maps textures are not perfect and btw you did point out one that I missed. Also I'm able to find about the same average on almost all Epic maps. Take a look sometime. I think you'll prolly be surprised...well, probably not.

First off about the roof shingles I never thought of them as "worn" they just looked like roof tiles to me. I guess If I was looking for absolute perfection and ( realism, based on who's oppinion?) I could have made an attempt at making my own..LMAO ya right anyways...I'm pleased with my FIRST MAP !

I think and know I did pretty damn good for my FIRST MAP...anyone who would expect more and put me down for my "SHORTCOMINGS" can pucker up and kiss my royal white ASS :D

@Kuma, thanks for the backing on my thinking.

Horton'sWho, thankyou for the "Possitive" input...most, not all others can only criticise it. I didn't know this was the "Bash the noobie mapper forum' I thought it would be a good place to get help. I now see that it comes in limited quantities.I'm glad to see that you enjoyed playing it. Some other people would as well If they wouldn't let the gigantic **** load of criticism get in there way.

If any of you Professional map making craftsmen would like to post your maps up here for my review PLEASE DO. I'm curious.

RABID WOLF, of course I would love to see yours first :rolleyes:

Hourences
10th Mar 2002, 07:43 AM
for a first map its not bad :)

and never compare your maps with the original epic maps :) the epic maps are way too old, they only have the basic idea in them, compare your map with a few of the new good maps

Rabid Wolf
10th Mar 2002, 09:02 AM
Gotta love those people who put sooo much effort into pointing out others "shortcomings" and GHEY this and GHEY that...hahaha.
dude, my one goal in life is to be loved by as many ghey mappers as possible. so I'm more than happy to see you admit having to love me.

<lord vader>I sense something... A presence I've not felt since...</lord vader>
dm-mirror, prolly...

:rolleyes:

Evil_Cope
10th Mar 2002, 02:18 PM
dont take it all personally.

its just that a lot of the NC hill billies ;) get offended by non-humble noobs.

map looks ok. needs more atmospheric lighting though. not keen on the viny ancient.utx wall. never was.

Rev-Caine
10th Mar 2002, 06:28 PM
Hourences wrote...

and never compare your maps with the original epic maps the epic maps are way too old, they only have the basic idea in them, compare your map with a few of the new good maps

Hourences, your absolutely right and I'll keep that in mind from now on.


Rabid Wolf wrote...

dude, my one goal in life is to be loved by as many ghey mappers as possible. so I'm more than happy to see you admit having to love me.


So now I'm a "ghey" mapper LMAO whatever 'DUDE".
Don't bother yourself with replying to my posts if your just gonna be a childish *******.

mister_cope wrote...

dont take it all personally.

its just that a lot of the NC hill billies get offended by non-humble noobs.

Now that's comedy rflmao :p

At least most of you are cool peepz.

Rev-Caine
10th Mar 2002, 06:35 PM
BTW...I still want to see some of your mappage Rabid or dont you have any?

GoldenMouse
10th Mar 2002, 08:46 PM
They's purdy...fer those who don't care too much 'bout teh dee-tails. Too bad 'e don't play no good, on accounta dem poh-lies. Wuz this yer ferst map, or yer ferst released map? Iff'n that be the ferst evar, then you'se gunna be gooder than a cow on weed. If not, wal, mebbe you'se should be one of them archeetects who does them new fangled artsy buildins'.