RACE - HeavenRaceLLS

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Earl_Vencar.:LLS:.
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Re: RACE - HeavenRaceLLS

Post by Earl_Vencar.:LLS:. » Tue 22 Oct , 2013 5:15 pm

File and Mesh: http://www.mediafire.com/?fe07qxh17xa630y

This should be the final version. I've tested it, and it all seems to work. I did have a sequence of movers on route to Objective 4, but something broke and I thus deleted them all - now replaced by fences (sorry, I'm not sure what went wrong - the map just refused to load, so I guess there were a few errors with the mesh).

Objective 4 has be re-routed along a separate path away from Objective 3 to avoid confusion. There's also a sequence of barriers in place to further limit confusion. I'm hopeful the map is now glitch-proof - least I could find none. Solbender garages are now also in place. I've also placed a few barriers along the way (mostly barrels, but minus the movers :( ).

Hopefully the FPS problems have been sorted - I had only minor lapses on my laptop and that's not particularly powerful.

Enjoy.
“We humans do not understand compassion. In each moment of our lives, we betray it. Aye, we know of its worth, yet in knowing we then attach to it a value, we guard the giving of it, believing it must be earned. Compassion is priceless in the truest sense of the word. It must be given freely. In abundance.”

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darkelf
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Re: RACE - HeavenRaceLLS

Post by darkelf » Wed 23 Oct , 2013 4:18 pm

Earl_Vencar.:LLS:. wrote:File and Mesh: http://www.mediafire.com/?fe07qxh17xa630y
I can't load the map its crashing when i try to start it. Even editor is having a fit trying to open it.

I got it to finally open in editor after 5 min of waiting hoping it would load and not crash.

There seems to be some problem with the map that is causing it to take way way.. way to long to load.

Few things I noticed.
-This map needs fog. Badly.. You can see so much stuff even higher end computers might have problems.
-The objectives need to be a bit more descriptive. (Example: Obj 2 should say something about the fact that it requires a team mate and a hellbender to complete objective.)

Other then that It looks fine to me. But yah your going to have to figure out whats causing it to take so long to load.
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iRobot
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Re: RACE - HeavenRaceLLS

Post by iRobot » Wed 23 Oct , 2013 5:17 pm

Fog :| :|

I'd prefer a wall with antiportals than china-smog.

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Earl_Vencar.:LLS:.
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Re: RACE - HeavenRaceLLS

Post by Earl_Vencar.:LLS:. » Wed 23 Oct , 2013 5:32 pm

I've noticed the stupidly long loading times too - is it actually crashing, or is it just this? I may have to delete some of the towers and see if this works - i noticed it took 2 or so minutes for the editor to respond everytime I pasted something in.

And I'd love fog, but I haven't worked out what actually controls the map - I've changed ZoneInfo with no effect, and I've changed the SkyBox with no effect ...
“We humans do not understand compassion. In each moment of our lives, we betray it. Aye, we know of its worth, yet in knowing we then attach to it a value, we guard the giving of it, believing it must be earned. Compassion is priceless in the truest sense of the word. It must be given freely. In abundance.”

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iRobot
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Re: RACE - HeavenRaceLLS

Post by iRobot » Wed 23 Oct , 2013 5:35 pm

Heres an interesting idea,

Rather than having your typical boring solbendergarage at the end of each objective, why not just put several checkpoint gates on each road at say, every 1/4 point that requires the same method to open.

So basically, you can't do much of the road at all when sol, and removes the chance of getting pwned at the obj when you get out to press the button.

Also it's quite noticable that the map is designed without nitro in mind (way before the time of nitro), so many remove some of the platforms to make it so you need to nitro jump at some parts, like HellbenderraisDarkKnight.

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Earl_Vencar.:LLS:.
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Re: RACE - HeavenRaceLLS

Post by Earl_Vencar.:LLS:. » Wed 23 Oct , 2013 6:55 pm

Well I've deleted 4 of the towers and all the static mesh 'barriers' - it may be a bit faster now, but maybe not. I'll delete a tonne load of barrels and see what happens - I'll also add some jumps to negate the loss of the barriers. If this doesn't work then I'm flummoxed. I guess the problem is that the entire map is nearly one big static mesh - there are about 4,000 of them ...

Can anyone help with the fog? I believe the map is run via a SkyZone, but it doesn't seem to be working - I can get no fog at all (what I thought was fog wasn't).

Edit: I may actually just revert back to a previous version and work from there. This version's broke :?
“We humans do not understand compassion. In each moment of our lives, we betray it. Aye, we know of its worth, yet in knowing we then attach to it a value, we guard the giving of it, believing it must be earned. Compassion is priceless in the truest sense of the word. It must be given freely. In abundance.”

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Re: RACE - HeavenRaceLLS

Post by Earl_Vencar.:LLS:. » Thu 24 Oct , 2013 1:47 pm

Fixed and updated:

http://www.mediafire.com/?z7nd5jts5bd3ttm

I'm glad it broke - this version is a lot better.
“We humans do not understand compassion. In each moment of our lives, we betray it. Aye, we know of its worth, yet in knowing we then attach to it a value, we guard the giving of it, believing it must be earned. Compassion is priceless in the truest sense of the word. It must be given freely. In abundance.”

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Azarael
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Re: RACE - HeavenRaceLLS

Post by Azarael » Thu 24 Oct , 2013 5:03 pm

Suffers badly from pop-in.

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iRobot
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Re: RACE - HeavenRaceLLS

Post by iRobot » Thu 24 Oct , 2013 5:42 pm

I'd like to pop-in for a cup of tea.

What is pop-in?

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Azarael
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Re: RACE - HeavenRaceLLS

Post by Azarael » Thu 24 Oct , 2013 5:47 pm

Objects become tinted with the fog color with increased distance to the camera. Beyond the fog distance, they are not rendered at all and the fog color is used instead. However, if the skybox and the fog color do not match, objects will appear to pop out when beyond the fog distance end.

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