CTF-MI6

CTF-MI6

Postby Einheit » Wed Dec 25, 2013 7:57 am

My first map:


Latest version: smaller, faster, (hopefully) better

Get it here: http://www.sendspace.com/file/n2rvg2

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Last edited by Einheit on Sun Mar 16, 2014 8:34 am, edited 4 times in total.
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Re: CTF-MI6

Postby medor » Wed Dec 25, 2013 10:04 am

Log: Possessed PlayerPawn: TMale2 CTF-MI6_2512.TMale0
Init: Input system initialized for WindowsViewport0
Log: Opened viewport
Log: Bound to D3D9Drv.dll
Log: Initializing D3D9Drv...
Log: Enter SetRes()
Init: Depth bits: 24
Log: 8 Texture Mapping Units found
Log: Trying to use S3TC extension.
Log: MinLogTextureSize = 2
Log: MaxLogTextureSize = 13
Log: UseDetailAlpha = 1
Log: Bound to Galaxy.dll
Init: Galaxy is using DirectSound
Init: EAX 1.x sound hardware found!
Init: Galaxy initialized
DevAudio: Galaxy SetViewport: WindowsViewport0
Init: Game engine initialized
Log: Startup time: 3.299701 seconds
Critical: APawn::breadthPathFrom
Critical: APawn::findPathToward
Critical: AActor::ProcessState
Critical: Object TMale1Bot CTF-MI6_2512.TMale1Bot0, Old State State Botpack.Bot.Roaming, New State State Botpack.Bot.Roaming
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=0)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Exit: UGalaxyAudioSubsystem::ShutdownAfterError
Log: DirectDraw End Mode
Exit: UD3D9RenderDevice::ShutdownAfterError
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 12/25/13 16:03:32
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Re: CTF-MI6

Postby unrealshots » Wed Dec 25, 2013 10:53 am

I get the same bug Medor gets.
Map loads but as soon as I hit any button or even move with the mouse it crashes my UT.
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Re: CTF-MI6

Postby TimTim » Wed Dec 25, 2013 12:27 pm

Is this for the competition? If so, I'll move it to the .
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Re: CTF-MI6

Postby Einheit » Wed Dec 25, 2013 2:58 pm

Yes it is. Thank you. I'll try the map on another UT version of mine to look whats wrong, but the error looks like the map needs a path rebuild, it could probably work without bots for now.

-----------------------

Rebuilded Map: https://mega.co.nz/#!jUlDUITB!GAKGriHq3 ... Y3hZDuU2o8
Works fine now!

-----------------------

Or get it here: http://www.sendspace.com/file/cf9ur3
Updated link!
Last edited by Einheit on Sun Dec 29, 2013 10:12 am, edited 1 time in total.
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Re: CTF-MI6

Postby TimTim » Wed Dec 25, 2013 7:14 pm

Sweet! I'll upload it to servers as soon as I get a chance.
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Re: CTF-MI6

Postby TimTim » Fri Dec 27, 2013 4:58 am

I can't seem to download the map. Anyone got a mirror?
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Re: CTF-MI6

Postby medor » Fri Dec 27, 2013 7:44 am

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Re: CTF-MI6

Postby kud » Fri Dec 27, 2013 12:08 pm

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Re: CTF-MI6

Postby Carras » Fri Dec 27, 2013 3:33 pm

These frame drops are probably related to the water and dynamic lighting around the flag. Please fix
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Re: CTF-MI6

Postby kud » Fri Dec 27, 2013 6:48 pm

included some screenshots that show some of the map (2nd screenshot is the laggy room for me).
fyi einheit the first thing anyone says when I link them this thread is that the dl is broken, editing the link in your op might help people dl your map

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Re: CTF-MI6

Postby Einheit » Sun Dec 29, 2013 10:28 am

@ TimTim: I've updated the links for download in my previous posts, might finally work now :D
@ kud & Carras: I dont get any frame drops at the "lower attack lane" (going to put some zone infos in there)
Possible reasons:
- I use the original OpenGl render for UT (without fog and coronas)
- I didn't understand your description, where exactly it is. Is ist only blue Base? When you look at some special Brush? (for example: the arches in the flag room are one brush, which actually caused bugs before)
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Re: CTF-MI6

Postby Cy » Sun Dec 29, 2013 11:42 am

i think he's referring to the room with the water in both bases (his second screenshot in his last post shows the room). I get fps drops there as well, however it's from 150 to 125 8-)

easily the most creative map so far, at least imo
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Re: CTF-MI6

Postby Einheit » Sun Dec 29, 2013 4:37 pm

My father gets framedrops from 400fps (!) to 50, when looking at the water, he uses directX.
I get drops from 50 to 35, but it does not happen every time.

So my question is: Does this need to be fixed, or isn't it so disrutbing?

Ps: Has anyone found redeemer or amplifier yet?
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Re: CTF-MI6

Postby khxmz » Mon Dec 30, 2013 2:24 am

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Re: CTF-MI6

Postby TimTim » Mon Dec 30, 2013 3:41 pm

This map is now on servers for testing!
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Re: CTF-MI6

Postby RickJames » Mon Dec 30, 2013 4:55 pm

The framedrop issue is a major one that needs fixed imo- I have a gtx580 and I still get drops to 60 fps in that room.
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Re: CTF-MI6

Postby Einheit » Wed Jan 01, 2014 4:55 pm

Ok, i'm going to fix that. Removing the water from that room might be enough, anoter version is coming soon.
Does anyone else have suggestions to improve the gameplay?
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Re: CTF-MI6

Postby KillEmAll » Wed Jan 01, 2014 7:54 pm

Is the "barred" window above the yellow barrel meant to be able to jump through?
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Re: CTF-MI6

Postby Einheit » Wed Jan 01, 2014 8:53 pm

Well, not really. Thanks for the feedback.
May I fix that by adding a collission hull or by removing the window texture?
I think it'd be better to block it, because it destroys the system of one lane-switching-point per base.
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Re: CTF-MI6

Postby kud » Fri Jan 03, 2014 10:38 pm

played it in a pug

main complaints:
frame drops in that water room, and some in the big open room in the middle.
flickering lights were kind of distracting
people were bored. average time to live (average time alive before being killed) was 30-60 seconds, compared to 10-16 seconds from many popular maps

stats: http://www.globalunreal.com/utstats/?p=match&mid=32003
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Re: CTF-MI6

Postby Einheit » Tue Jan 07, 2014 4:38 pm

I spent a few hours thinking about how to improve the map at the points kud (thank you for that) pointed out.
- I hope the frame problem in the waterroom is solved by removing the water (i cannot prove that, because i don't get any framedrops there).
- The framedrops in the middle area should stop too, regarding to the fact that it's completely redone and way smaller now.
- The map should be much faster, because the middle area is now only onre room instead of two seperated ones.
- of course any distracting dynamic light has been removed
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Re: CTF-MI6

Postby Cy » Wed Jan 08, 2014 12:16 pm

no frame drops for me anymore. i also think you improved gameplay potential significantly with only the 1 mid room now -- don't get lost anymore. only suggestion i have is potentially removing the bars from around the flag. this would allow for potential last second shots on enemy fc as he tries to cap etc, also opens the door for a boost from the front for a cap etc
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Re: CTF-MI6

Postby Einheit » Wed Jan 08, 2014 4:44 pm

I'm redesigning the flagrooms right now. But I'm wondering if I should leave one barricade to stop players from dodging from the new really upper lane to the flag. Because imo this lane was overpowered anyway I decided to make the middle room higher, so you can shoot enemys from the bottom. I also added two new boards to reach the middleupperwhatevernew-lane from the stages in the middle room. This version might come tomorrow, but regarding to the fact that school started today my pace might slow down a bit.
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Re: CTF-MI6

Postby TimTim » Wed Jan 08, 2014 5:39 pm

All those changes look/sound good! Can't wait to see your next iteration!
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