View Full Version : DOM-Ramses beta
06-14-2002, 10:29 AM
:moreconf: Alrighty, then! Quite a few d/l's of the beta but I've not heard anything from those brave souls! Would anyone like to sound off on where this map shines... or perhaps more importantly where it requires a bloody good clubbing?!
06-17-2002, 05:54 PM
If I have time I'll check it out. If I remember how to play DOM :D
06-17-2002, 06:03 PM
06-17-2002, 06:12 PM
Uh..... where is the map? It's not on your page:
And I can't find it in the database.
06-17-2002, 07:01 PM
Sorry, guys! The map is in the beta section here at Unreal Playground under the working title of "Egypt95qa". Sorry for the confusion! Also available here:
06-17-2002, 07:03 PM
06-17-2002, 09:33 PM
Seriously Thunderstrike, this is quite possibly the best implementation of the Egyptian theme I have ever sen in UT.
06-17-2002, 09:34 PM
REALLY impressive scope, scale and visuals. The screenshots don't do it justice:
06-17-2002, 09:35 PM
06-17-2002, 09:35 PM
Very nice eye candy:
06-17-2002, 09:36 PM
Texturing is excellent as is the overall craft:
06-17-2002, 09:39 PM
The route up behind the waterfalls is great. The "one-way" water is a nice touch as is stashing the goodies back there. I love the strong current and how it even carries your translocator away.
A couple of little things to fix:
The blue scarab trigger disappears into the pillar when pushed:
06-17-2002, 09:41 PM
And the skylights over the river... you can xloc up out of the map. But if you drop back down you can stand on an invisible sheet. Funny, you can xloc back down through it.
06-17-2002, 09:42 PM
And then jumping back down to stand on the invisible sheet:
06-17-2002, 09:43 PM
Take a look folks. This one is a keeper.
06-18-2002, 03:43 AM
"Can't find file for package CrashTC" ? :moreconf:
06-18-2002, 06:20 AM
CrashTC is the UMX file that is included in the download. Did you forget to drop it in your music folder?
06-18-2002, 06:44 AM
CrashTC.umx did not come with the file I downloaded.
It seems that there are actually two versions of the zip file
06-18-2002, 06:59 AM
Hmmmmm... don't know how but we'll look into it.
I just emailed it to you.
06-18-2002, 07:03 AM
Did you download it from here?
I just dl'd it a few times and it was correct everytime.
06-18-2002, 07:05 AM
Oops, did it again! D'oh! Sorry Stilgar. Yup, if you used the fileplanet d/l link you'll need this:
which will get you the umx file you need. It's only small if it's any consolation for the inconvenience! :eek:
06-18-2002, 07:07 AM
Ah.... that explains it...
This map rocks... any chance of making a CTF version? Might be too large for many's taste but I'd like to see it. As DOM it's great.
06-18-2002, 07:12 AM
Thanks for the positive feedback! Glad you like it.
The translocation issue was already known. Basically I was having problems with my cloudzones. (One kept leaking to other parts of the map, and the location of this leak would vary. I removed all cloudzones for this beta because I was more concerned with scale, flow, lighting, item placement and bots.
All cloudzones "should" be in place in the final release!
I'll just go and knock that naughty switch on the head, though!:p
Really nice work but your FPS is sick due to the overuse of dynamic lightings (my UT has simply crashed while I was looking in the corner of a thin hallway...): it's also generally "better" to use volumetric geo sheets instead of torchflammes meshes prefabs
Archi's good and fits well the egyptian theme but more trim would be appreciated IMO as well as more decos here and there to fill the voids on the grounds especially, such as pedestals or altars or just substracted flat cube where you can put anything... A panning cloud sheet would be welcome in your skybox... Less pillars around the Control Point of the pillar room would help players to avoid being lost in this area IMO
Lighting's not so good: überbrightness in some places (with greenish effect...) and überdarkness in some others, you need a healthy mix... Decrease the brightness in the places where there's "green" marks on the roofs/walls and/or lower the radii; do the opposite for dark places and don't hesitate to use the zonelight setting to increase the ambient light (simili-radiosity...) if it's still too dark: don't go beyond 16 and everything will be fine, adequate numbers are around 4 - 8... The light from the sky should be more blue to contrast more effectively with the yellow-orange of the torches although this already works well in almost all places...
More sounds would increase the atmosphere: wind in some hallways, birds songs and animals calls from the sky, "ghost" songs here and there espaecially in the darkest places, and so on... Take a look to the dynamic ambient sound actor (a good tut on sounds is available from Hourences at Team Phalanx site...)
Some corridors are really thin: if you can try to make them larger... Otherwise, flow's pretty good
Good job :cool:
06-18-2002, 07:58 AM
TS: Now worries man, thnx for the link.
06-18-2002, 08:25 AM
You want to be permamnently on my list of beta-testers? This is the kind of feedback I've been waiting for! I hadn't considered that the dynamic lighting was could cause the crash (yes, it's happened to me, too!) My concern was that it may have been the texture cache size (setting this above 4 ie. 8 in the .ini file seemed to fix the crash) I've already replaced a multitude of torchflames with volumetrics but if you think there are more still that are troublesome I'll continue replacing them. The only place I think it might still be an issue is in the "Horus Hall".
I'll investigate more decos. It's hard to find ones which fit this theme well but haven't been done to death. I'm also concerned about any additional framerate hits in the larger, more open areas that are the ones that would most probably benefit most visually from additional decos.
I've found tweaking saturation values on lighting clashing with textures (the greening you're talking about) effective previously, but less so this time, hence the green. I'll try the brightness approach or, worst case scenario I'll rework the lighting with a bright small radius and dimmer wide radius. I'm VERY reluctant to use the ambient light properties of a zoneinfo because you lose total control of your lighting and I've never had satisfactory results, even using values as low as 4. Still... another last resort? I'll see what I can manage reworking the lighting first.
Sounds are one of the last things I put in a map. Rest assured I have a little stable of ambient sounds pretty well ready to go to help bring this map to life.
The thin corridors were very intentional. Designed to be reminiscent of the deeper tomb style passageways. There's only a few and they're there to increase intensity in the "maze" section.
I still have concerns about some bot behaviour, though. Translocator points in the "Scarab Hall" are not being used ideally, but they may be set at too great a distance... any ideas? I've also seen bots use the translocator destination as a translocator start :\ Finally, to support the larger player loads this map benefits from, I'm thinking of introducing several playerstarts in the large spiral area.
Glad to see you appreciate my comments :D
Setting the Cachesize Meg above 4 is usually useless depending on your comp' and a lot of people don't modify these parameters so, yes remove all the dynamic lightings
Zonelight is the best answer for such ancient setting but if you don't want that you can use "ghost" lights: lights with no visible sources, low brightness (about 20) and very high radius (about 128 or so) but this will not fix the problem in the very dark areas far away from these "ghost" lights such as behind pillars, etc,... And you may become crazy due to the bad shadows inherent to high radii lights... You've been warned ;)
Didn't test the bots but it's normal if they use transloc ways in both direction... :cool:
OK for the rest: we'll see :rockon:
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