AS-Mercury

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Socio
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AS-Mercury

Post by Socio » Sun 09 Jan , 2011 3:20 pm

aka. first re-done part of ol'Poseidon. Gave the map a new theme, backstory and changed a load of stuff.
ImageImageImageImage

Download: http://upload-it.ch/upload/AS-Mercury(F1).rar
File contains also the RS-Industry and RS-Crate, textures and static meshes, but most of you already have them.

Also, the name is completly random, didnt had any idea for it so I opened the net browser and the first thing I saw was an article about the planet ;P

Now only need to re-do the second part of the map, but that might take a longer while...
> team-spec*Socio: i see a new rais map
> team-spec*Socio: curious if ikea
> H&some: its not
> H&some: its actually pretty good

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KimiRäikkönen
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Re: AS-Mercury

Post by KimiRäikkönen » Sun 09 Jan , 2011 3:48 pm

looks nice, as usual.

┌∩┐(◣_◢)┌∩┐

iZumo
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Re: AS-Mercury

Post by iZumo » Sun 09 Jan , 2011 4:02 pm

And even optimized!!! :D

Only found one minor fps drop here:
Image

That happens only when looking exactly in this direction towards the landing ship.

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Socio
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Re: AS-Mercury

Post by Socio » Mon 10 Jan , 2011 3:04 pm

Well... yeah, since you have almost the whole terrain zone in view. Hm... maybe I will do something with this later, when I will have enought info on things that will need fixing/tweaking :|
> team-spec*Socio: i see a new rais map
> team-spec*Socio: curious if ikea
> H&some: its not
> H&some: its actually pretty good

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Azarael
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Re: AS-Mercury

Post by Azarael » Mon 10 Jan , 2011 4:30 pm

The effect of terrain is negligible on most PCs, but you can help the problem by using the Visibility tool to hide sections of terrain that are not visible to the user if you believe it's a problem.

FPS dropping culprits:

#1: Many players visible on screen, or behind terrain (use ICHes inside AntiPortals to optimise)
#2: Aggressive DecoLayers (UWRC-Germany and its reverse track, AS-Castle)
#3: Excessive numbers of visible BSP nodes (stat hardware and rmode 1 to check)
#4: Excessive numbers of visible textures (stat hardware to check)

iZumo
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Re: AS-Mercury

Post by iZumo » Mon 10 Jan , 2011 6:05 pm

Well looking on it closer:

Analyzing area:

Image
Image

where there is some problem with antiportal on the left (looking from outside to the door)
Image

and looking back from there the terrain below me is still rendered
Image

and there is also a problem on the right side; looking back on the landing bay from this location shows it

Image
Image


I think that slightly modifying the hill seen on the right of the last pic so you can place antiportal there + antiportal not to render the hidden terrain along with the landing bay should solve this area.

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Azarael
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Re: AS-Mercury

Post by Azarael » Mon 10 Jan , 2011 6:23 pm

Temporary antiportals should exist behind all doors, whether destroyable or movable. Use the AntiPortalTag of a mover along with the TriggerToggle state of the AntiPortal to make AntiPortals which turn off when a mover is triggered online. Simply triggering a TriggerToggle AntiPortal doesn't work online.

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Socio
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Re: AS-Mercury

Post by Socio » Wed 02 Mar , 2011 10:36 pm

AS-Mercury[F2]

http://upload-it.ch/upload/AS-MercuryF2.rar

Changes:
- Better optimized (thanks to Aza)
- New/Changed pick-ups all over the map.
- New alt-route to obj.2
- Defenders Pali doesent respawn after destruction and defenders cant heal it (attackers have 2 Benders instead of 1 Bender and a Goliath, to even this out hopefully).
- The last area got improved for the changed last obj. (2 destroy obj. instead)
- Added sounds + emitters (I used only customized Epics emitters, nothing own made, so it should work fine).
> team-spec*Socio: i see a new rais map
> team-spec*Socio: curious if ikea
> H&some: its not
> H&some: its actually pretty good

iZumo
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Re: AS-Mercury

Post by iZumo » Thu 03 Mar , 2011 2:59 am

Izumo_CZ wrote:And even optimized!!! :D

Only found one minor fps drop here:
Image

That happens only when looking exactly in this direction towards the landing ship.
Actually in this area I still have a fps drop on F2; but only when looking from this distance (which maybe is still good as you don't really pose that way when defending). In the second set of screenies, you also might put antiportal to the base of the fence on the left of the screen. There is also a big fps drop when going towards the object below on the other side of the fence.

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Socio
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Re: AS-Mercury

Post by Socio » Wed 15 Jun , 2011 9:43 pm

AS-Mercury[F3]

http://upload-it.ch/upload/ASMercuryF3.zip

Changes:
- Lots of minor aesthetic changes allover the map.
- Interior area of 3rd. obj. got quite changed.
- Also area of 5th. obj. got some modifications.
- Improved outro movie.
> team-spec*Socio: i see a new rais map
> team-spec*Socio: curious if ikea
> H&some: its not
> H&some: its actually pretty good

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