View Full Version : DM-Frosty Released!
MortalPlague
12-03-2002, 04:36 AM
You remember that deathmatch map I was working on a month ago? Well, the optimization problems are now mostly licked (still a little slowdown, but it's definately playable). Map can be found here (http://www.unrealplayground.com/download.php?mapid=1552)! Post comments if you like it! (or even if you don't!)
And here's a screenie:
Scourgem
12-03-2002, 06:42 AM
Hm... this map is slowly evolving into a keeper. Flow is mkay and framerates are acceptable on my rig.
I ran into one problem - a huge BSP error. You can see the exact location on the screenie below. Apart from the funny-looking crosshair, you can't really see the error on the screenshot... because its larger than the screen. :moreconf:
I have a suggestion for this map, but I'm not sure if you want to hear it :p ... it would take quite a while to implement, and this is your final release after all.
Scourgem
12-03-2002, 06:42 AM
Ahem, forgot the screenshot... typical.
MortalPlague
12-03-2002, 05:38 PM
Go right ahead, Scourgem. If it comes down to it, I can implement your suggestion and release another version...
Idlewild
12-03-2002, 07:52 PM
I was going to email you tonight to ask about Frosty...great to see it's out. I think you've made a very convincing atmosphere. You've got a nice amount of detail and ambience with sound and lighting. I'm impressed with the flow and never felt I was playing the circle game. I did not notice any BSP error but felt one corner needed a touch more light. That said, very dark corners have their appeal too, so I'm not suggesting you need to correct that.
Very well done! I've only played it twice and I'm going back for more. If anything else comes to mind after playing a little more...I'll let you know. Thanks for the map! I'm sure onliners will love it!
BTW...I had lots of fun playing Accelerate! That will be another terrific online map. I like it's open long distance feel, but also the fact that contact is always near by. The map seems bigger than it really is, but you've carefully designed it that way, with the directional pads. GG
MortalPlague
12-03-2002, 11:50 PM
Glad you liked em, Ildewild! I have to say, I couldn't find that error either, Scourgem... I haven't looked at it since then, though... Hmm...
Scourgem
12-04-2002, 04:37 AM
Originally posted by MortalPlague
Go right ahead, Scourgem. If it comes down to it, I can implement your suggestion and release another version...
Allright, it's just an idea, so don't shoot. :p
I think you basically did the same mistake with this map that I did with DM-TheBloodCabal. You made it UT-scaled. My suggestion is select all -> scale level, and scale it by about 1.25. I've tried it on my own map, and it totally ridiculously extremely improved the gameplay. I've decided not to release the larger version, though. After scaling up the map, you will probably have to re-adjust your terrain again (wee, wee...) and some other details like projectors and inventoryspots - so it may take a while - but once you're done, there will be room enough to double-jump / dodge-jump everywhere.
*runs for cover*
MortalPlague
12-04-2002, 06:27 AM
I've tried it, Scourgem. I upped the scale to 1.5, and it played ridiculously... I dunno, I like it the way it is. I'll keep that in mind for the next map though. :moreconf:
Scourgem
12-04-2002, 10:23 AM
Told you that you wouldn't like the idea. :p
Don't misunderstand me... the idea was more of a crowd-pleaser. I like it the way it is too. Tight = Good... because Me = Teh Flak Monk33. :D
That's why DM-TheBloodCabal was so tight.
MortalPlague
12-04-2002, 02:08 PM
hehehe... I noticed that and had my strong, strong suspicions... :p
You should stop by irc some, Scourgem! Join the Night Watch!
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