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#1 |
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Senior Member
Join Date: Jul 2004
Posts: 521
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DM-Manifest
8-16 Players DESCRIPTION This map is a medium sized "thing," if you will. Half-ship, half ship-with-bricks. In other words, it's unrealistic, which should be excusable for unreal . It's got a few dodge ramps and secluded areas, with powerups and the like. The 100a is in the center of the level, and although not hard to reach, it is in the middle of four hallways intersecting. That should produce some tough battles. Bots are supported, and aside from not liking my dodge ramps, they perform adeptly.Performance-wise, I think it fares well for such an open map; about half of the map is one zone, and the other half consists of the interior areas. I get about 30FPS in the worst areas, and that's with settings on high on a Radeon9600XT. For those with less fortunate machines, having Detail set to Low will take a lot of useless stuff out of the map and should help a little bit. So try her out and report what you think :up: SCREENSHOTS ![]() ![]() Thanks to all of those who helped out in the beta thread(s)! :heart: DOWNLOAD DM-Manifest.zip 2.71mb. Map file is 9.88mb. Mapraider link coming shortly. |
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#2 |
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Member
Join Date: Aug 2004
Posts: 39
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Nice work on a cool theme Tidu! :up:
I only noticed a couple spots where the ropes haging along the walls can catch on me as I jump along the walls... but then I play very wierd. Also the only thing I noticed that takes away from the realism really,.. is the outer edges of the map that are visible where one can see the "bricks floating above the water" type areas. If you were inclined to clean up those spots and try to work those into looking like the submerged hull of a boat (even if it is made of bricks) the entire package would come together as far as realism. (I think anyways) But otherwise, awesome layout, and fun for even just me and I think I ran just 3 bots. |
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#3 |
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Senior Member
Join Date: Jul 2000
Location: VT
Posts: 569
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Great, playable map, Tidu. I love the theme and the custom meshes
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#4 |
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Senior Member
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I posted this in the other thread regarding the antiportals that RichyB talked about... but obviously that thread isn't in use.
Thanks for the info. I remember reading about an optimization technique being bad when there's a lot of it, and I must have thought it was the case for zones. Now I see that it's antiportals... Well I think it's too late now. At least the map with the many antiportals runs decently. If the map was running poorly I would change the final version, but I don't think it's dire enough for another release. I was thinking about making an Invasion version for the server I play on, with a few mroe weapons and health, so I will implement the optimization changes on that map. Thanks again for the help! And I did make an invasion version, even though there probably aren't any people on here that would use it but here it is anyway. I did take Richy's advice and take out the antiportals and zone off the sky. I didn't really notice a big difference, but it could be different on other computers. the official version will stay the same unless the too many antiportals has a big effect (it shouldn't)...http://home.comcast.net/~zeldaguru/INV-Manifest.zip |
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#5 |
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Senior Member
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This thread needs an up . . .
Nice map . . .
__________________
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#6 |
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Member
Join Date: Jul 2006
Posts: 84
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I've been playing Invasion on this map since the first beta...
Just realized you released an Invasion version... Good Job.... Fun Map! |
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#7 |
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Senior Member
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Thank you
I made an invasion version because I like to play invasion RPG sometimes casually on DisastrousConsequences... lots of fun, and the extra things added in the invasion version are very helpful, especially in the later waves. Thanks again for the comments! |
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