Funkstylz.. Advice/Suggests on Kosovo

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oRGy

New Member
Nov 11, 2000
23
0
0
www.ttlg.com
Played your map DM-INF-Kosovo (online), and I really like it - excellent atmosphere and gameplay. I opened the map up in UnrealEd, though, I noticed a few things you might be interested in :) These suggestions should help you increase the framerate and look even more, and are easy and quick to do - you could do em in time for a 2.86 patch for example ;) (btw, I'm lead designer, and mapper for the mod Thievery UT, and we've done extensive research on how to push the ut engine to it's limits. :cool:

1) None of your brushes are semi-solid.. why?? You should immediately put all smaller buildings, crates, lampposts, carts, and walls semi-solid, and probably most of the bigger buildings too, as they're intersected brushes. In case you don't know; semi-solid brushes don't cut the geometry, so don't create extra nodes, which *speeds up* your map. The only occasion you shouldn't use them is when you're subtracting from them or if they are touching non-solid brushes. If this happens, you get weird collision/BSP errors, but the cause is usually very obvious. I CAN'T EMPHASISE ENOUGH the importance of making as much stuff as possible semi-solid :)

2) The lampposts - they look cool, and cast even cooler shadows, but I'd save polys by asking an inf modeler to make them as meshes instead of world polys - they're right out in the open.. Also, delete a cart or two that can be seen out in the open, theres too many of them about imo.

3) Little houses - some of the smaller houses look like they're repeated prefabs (which they are). Why not set a few more of them (2-4) that they're relatively undamaged, this would help occlusion and polycount in some areas, and give a little more variety :) Or have a couple of smaller houses virtually completely flattened (this might be even better..)

4) Pathnoding - you might want to redo your nodes with this tool : www.planetunreal.com/fordy/pathlogic.htm

5) Hills - you can't see outside the walls to the little "hills" - so why not just take em away and replace the outside with a skybox by adding brushes around the perimeter (just behind the perimeter walls, as high as possible) and setting them to fake backdrop, etc? I notieced you use TerraEdit to create the terrain, and that can get pretty slow..

6) Skybox - it looks a little plain.. here's a suggestion - ask an inf texture artist to make a 256*256 star texture (alternatively I can email you), and replace the clouds with another 256*256 texture instead of the 128*128, as they tend to look repeated. Another thing to do would be to slow down the rate of movement of the clouds a bit. (In Zoneinfo>Zonelight I think) Also, the moon is an alien one ;)

7) River - the river texture isn't very good imo, looks ut slimeish. Also, add a WaterZone (subclass of zoneinfo) instead of the normal ZoneInfo you have there, as the viewflashing and stuff isn't set right. You could also put some seaweed decoration on the riverbed, and bump up it's ambient light so it's not black underwater.

8) Shadows - excellent lighting in this map, but I suggest setting the ground textures at least to High Shadow Detail, as they're sized up already, which reduces it automatically. High shadow detail doesn't really performance either unless you're using a lot of dynamic lights ;) Ambient lighting btw, is imo a teeny bit too high - I'd set it to 13 instead of 15..

9) Detail - Some of the larger houses are intact. Why not choose 2 (on either side of the river) that are more decorated than the rest (rooms, furniture, crates, etc) that are supposed to be "command houses"? You could add sheets of decorative masked textures like cobwebs, undergrowth, there too, for example. It would add to the variety of the map, and as they'd be inside, wouldn't affect the framerate.

10) Zones - Speaking of large houses, the large undamaged houses can be zoned off. Remember to put the zone portals in the middle or not touching the movers though. It looks like you've tried this, actually, but it hasn't worked - double check the placing and properties of the sheets.

That's all - I'll email you with a link to my edited ver of kosovo with a few of those improvements made..
 

UTProphet

Trial By Fire
Dec 8, 2000
509
0
16
tbf.clanspot.com
LoL! Funkstylz doesnt mind suggestions, but i'm POSITIVE he doesnt need you to teach him how to map.

<a href="http://24.180.159.88" target="_new"><img border=0 src="http://24.180.159.88/images/forumsig.gif"></a>
 

oRGy

New Member
Nov 11, 2000
23
0
0
www.ttlg.com
Oi.

I'm not questioning funkstylz ability, f00.

And don't try to diss my mapping ability either. Even l337 mappers can learn from each other.
 

bastard_o

Lead Designer
Outstanding...

Hey Orgy,

If you would be so kind could you give me a link to any of your best levels please.

I would like to recieprecate and give you my personnal opinion of your mapping ability.

I will email my opinions more private that way.

Funk is away so I thought I would stand in for him.

Please keep this link to your un-authorised edit of Funk's level VERY private.

Bastard'O
 

oRGy

New Member
Nov 11, 2000
23
0
0
www.ttlg.com
Outstanding? Eh?

No prob, bastard'o, no intentions of posting that link - his map after all. I posted the link to raekwon, as that's where funkstylz said to leave messages for him.

Now, well, my maps are sorta for the Thievery mod that I'm lead designer of, which isn't released yet - you can check out some screens of them over on our website - http://www.ttlg.com/thievery -though.
I have been thinking about making an infiltration/rl map off hand, since d/ling 285. :) I am, you understand, busy, however. So don't expect anything.

[This message was edited by oRGy on Mar 16, 2001 at 23:38.]
 

Gullonefox

TBUILDT Webmaster/Mapper
Nov 27, 2000
587
0
0
www.planetunreal.com
This is one mod i am waiting for !!!!

Hi m8! hows that lovely thief mod comming!?
Gutter with the release of the 2nd thief title, all talk of multi player options, then they dont deliver:( then looking glass gose bust :(
I hear that another company have the rights to thief now...Things are looking up 8)
Good luck with the mod!ILFTI
 

Farouk

Adept
Oct 19, 2000
471
0
0
Germany
Ion Storm Austin has now the Thief rights and they are in good hands. Warren Spector is in the lead there. He worked a long time at Looking Glass (and I think he was even one of its founders) he did the Ultima Underworlds, System Shock, Deus Ex and other games. And he also worked on Thief 1 but left looking Glass before its release.