DM-OffShoreRig_SE

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Crash7

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Feb 15, 2002
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Originally posted by jreister
SE??

Yeah. I sent the original version up a long time ago. It was going to get reviewed, but so much time has passed since then that I already have a new, more efficient version finished. The SE version has slightly less ridiculous system requirements. :)
 

Rabid Wolf

Piano Man Ghost
Oct 26, 2001
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yes, I posted that 12 days ago, but you know we don't really have daily updates anymore. but whenever the next update comes along, the "pirate"-review for it should be part of that update.
 

Crash7

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Feb 15, 2002
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Nice review

Thanks for the review, RW. No problems with most of the comments. You're quite right about the polygon count. But then I knew that was going to be an issue before I started making the level. :) As far as narrowness of some areas, that's by design. Although you can't really strafe in those spots, they're not long and not dead ends so you can loop around enemies. As far as the catwalks underneath, you should have tried it before I put the rails in. ;) But really, as long as you don't jump over the rails you can't fall off unless an enemy blows you off.

All in all, with the scores I see for other (better than my stuff) maps I see around here, I'd give it a 7.5. So I have no problems with a 7. Thanks.
 

Hourences

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Aug 29, 2000
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1 thing that immidiatly got my intention and stuff, havent played the map, just looking at the screens but dood, theme=9 ?
you know, saying this is a castle or this is a oilrig doesnt mean you have a theme
if you have a spooky castle, then you have to make it so scary that you dont dare to set 1 step in it,
if your map is suppose to be cold then your map HAS to be so damn cold that players play it while they have theyr jackets on for the warmed
if you map needs to represent a beautifull temple or something then it has to be so impressive and so incredible overwhelming and cool that you dont event dare to shoot in it
now then you have a theme, and then you have a 8 or 9 for theme, the abillty to perfectly create a virtual world that makes you feel excatly how you would feel like in real life

those fire textures in the last screen has to be translucent not masked, while as far i can see they are masked on teh screen :) just looks ugly if they are masked, you see their borders soo good then
 

Zarkazm

<img src="http://forums.beyondunreal.com/images/sm
Jan 29, 2002
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Originally posted by Hourences
1 thing that immidiatly got my intention and stuff, havent played the map, just looking at the screens but dood, theme=9 ?
you know, saying this is a castle or this is a oilrig doesnt mean you have a theme
if you have a spooky castle, then you have to make it so scary that you dont dare to set 1 step in it,
if your map is suppose to be cold then your map HAS to be so damn cold that players play it while they have theyr jackets on for the warmed
if you map needs to represent a beautifull temple or something then it has to be so impressive and so incredible overwhelming and cool that you dont event dare to shoot in it
now then you have a theme, and then you have a 8 or 9 for theme, the abillty to perfectly create a virtual world that makes you feel excatly how you would feel like in real life

those fire textures in the last screen has to be translucent not masked, while as far i can see they are masked on teh screen :) just looks ugly if they are masked, you see their borders soo good then

Hey Hour, what's your point here? You saw a masked flame on a screenshot so you rant about the 9 in theme? OK, I noticed the masked flame too. But judging from the screens alone, that thing strikes me as extremly realistic. And Rabid commented on how impressed he was by the looks. I guess making flames masked cuts dowwn on the texture score, but it doesn't ruin the overall effect.
 

Hourences

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how many rolleyes smileys do you want me to type for you reaction ? :rolleyes:

the flame was just a thing i noticed and didnt had anything to do with the theme, it was on the bottom :rolleyes:

i gave advice, those shots are not impressive i see an average map, and i saw a 9 for theme and noticed that, cause i simply didnt saw a theme, people should really get that a theme IS NOT a cube with a city texture on it or so, its a tiny bit more, and giving it a 9 is the same as ginving a single substracted cube a 9 for gameplay :rolleyes:

had enough rolleyes ? :rolleyes:

btw no offence to the author or the map, you made an ok map, just keep practicing and stuff but just dont like it that some people dont get what a so called theme is
 

Rabid Wolf

Piano Man Ghost
Oct 26, 2001
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I don't have TO, and since it isn't my thing I won't get it.
but even if I had it, your reply wouldn't have answered my question. plus, frankly, I didn't really get your ghostly house example above. (and I don't think it's a language thing)
 

Hourences

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Aug 29, 2000
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blah, i played the map too btw, and i really dont see a 9 for atmoshere in there, things like some of chicos maps and stuff would get a 9 for it imo, now since you rpolyl did played maps like shadar, you compare shadar with this only for atmoshere cause you csant compare for the rest offcourse and then you think, is this equal to shadar's atmosfere ?

i would give this map 6, and a 5-6 for atmoshere(theme) too, wich is all just average
 

fragswill

Charismatic Leader
Mar 21, 2000
446
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I give it a 5

The layout isn't for UT DM. It's too tricky, tight and cluttered to make for good fights and the item placements is a bit sparse on some ends.
The thing that bugged me most was the nodecounts. 600 or something in the main fighting area. I'm running UT in opengl 1024*768*32 with everything on and i get about 250 fps when facing a wall. In more than one area in this map i had sub 30 fps.