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CTF-MI6

PostPosted: Wed Dec 25, 2013 7:57 am
by Einheit
My first map:


Latest version: smaller, faster, (hopefully) better

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

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Re: CTF-MI6

PostPosted: Wed Dec 25, 2013 10:04 am
by medor
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

Re: CTF-MI6

PostPosted: Wed Dec 25, 2013 10:53 am
by unrealshots
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.

Re: CTF-MI6

PostPosted: Wed Dec 25, 2013 12:27 pm
by TimTim
Is this for the competition? If so, I'll move it to the .

Re: CTF-MI6

PostPosted: Wed Dec 25, 2013 2:58 pm
by Einheit
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.

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

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Or get it here: http://www.sendspace.com/file/cf9ur3
Updated link!

Re: CTF-MI6

PostPosted: Wed Dec 25, 2013 7:14 pm
by TimTim
Sweet! I'll upload it to servers as soon as I get a chance.

Re: CTF-MI6

PostPosted: Fri Dec 27, 2013 4:58 am
by TimTim
I can't seem to download the map. Anyone got a mirror?

Re: CTF-MI6

PostPosted: Fri Dec 27, 2013 7:44 am
by medor

Re: CTF-MI6

PostPosted: Fri Dec 27, 2013 12:08 pm
by kud

Re: CTF-MI6

PostPosted: Fri Dec 27, 2013 3:33 pm
by Carras
These frame drops are probably related to the water and dynamic lighting around the flag. Please fix

Re: CTF-MI6

PostPosted: Fri Dec 27, 2013 6:48 pm
by kud
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

PostPosted: Sun Dec 29, 2013 10:28 am
by Einheit
@ 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)

Re: CTF-MI6

PostPosted: Sun Dec 29, 2013 11:42 am
by Cy
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

Re: CTF-MI6

PostPosted: Sun Dec 29, 2013 4:37 pm
by Einheit
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?

Re: CTF-MI6

PostPosted: Mon Dec 30, 2013 2:24 am
by khxmz
Image

Re: CTF-MI6

PostPosted: Mon Dec 30, 2013 3:41 pm
by TimTim
This map is now on servers for testing!

Re: CTF-MI6

PostPosted: Mon Dec 30, 2013 4:55 pm
by RickJames
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.

Re: CTF-MI6

PostPosted: Wed Jan 01, 2014 4:55 pm
by Einheit
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?

Re: CTF-MI6

PostPosted: Wed Jan 01, 2014 7:54 pm
by KillEmAll
Is the "barred" window above the yellow barrel meant to be able to jump through?

Re: CTF-MI6

PostPosted: Wed Jan 01, 2014 8:53 pm
by Einheit
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.

Re: CTF-MI6

PostPosted: Fri Jan 03, 2014 10:38 pm
by kud
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

Re: CTF-MI6

PostPosted: Tue Jan 07, 2014 4:38 pm
by Einheit
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

Re: CTF-MI6

PostPosted: Wed Jan 08, 2014 12:16 pm
by Cy
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

Re: CTF-MI6

PostPosted: Wed Jan 08, 2014 4:44 pm
by Einheit
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.

Re: CTF-MI6

PostPosted: Wed Jan 08, 2014 5:39 pm
by TimTim
All those changes look/sound good! Can't wait to see your next iteration!