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ut4_antic [BETA] Rate Topic: ****- 1 Votes

#1 User is offline   Nounou Icon

  •   former FS member   
    Concept Artist
  • Account: nounou
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  • Posts: 164

Posted 31 January 2011 - 08:49 PM

Hi,

"Antic" is a 4.1 map for around 16 players.
After a lot of modifications, it's not dealing with antiquity that much, but at least the spirit is kept.
As I haven't got much time to continue mapping those days and don't know how to optimise maps well (except with caulk), i've just add a few last things to the old rc1 to make this rc2 and release it.

ut4_antic.pk3

High FPS is absolutely not guaranted (home 90/work 15). I don't know if it's playable but however it was fun to do. And if not played, maybe it will give ideas. By the way the characters of the poster "urt coming soon" were drawn for this.

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#2 User is offline   Rayne Icon

  • Account: rayne
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Posted 31 January 2011 - 08:53 PM

Looks nice, have to try it.

EDIT* My average FPS was around 50, on local host. Meaning with around 16 to 22 players it would be around 30 or so. Shame, since the map looks great.

Speaking of appearance, why in Gods name did you use so much fog, brushwork is great, textures are beautiful, why hiding it in so much fog.
Orange sunset type of lighting would be much better for this map, especially with specular on those stone textures.

Great map, but needs a lot of fine tuning to improve lighting and FPS. I hope you wont let it go to waste.

This post has been edited by Rav3n: 31 January 2011 - 09:07 PM


#3 User is offline   PureFilth Icon

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Posted 31 January 2011 - 10:10 PM

Really nice map, solid 126fps apart from a couple of open areas where it dropped to 111.
Fog was alright but I think tone it down by 20% would be nice, the tunnels full of fog looked kinda weird to me.

Oh and you should have took a screenshot of those 2 blue team flags and the huge red team ones to show off, they look amazingly-beautiful. :tongue:

Edit, The minimap.. Love it. Never change it lol :blink:

This post has been edited by PureFilth: 31 January 2011 - 10:14 PM


#4 User is offline   Rylius Icon

  • Account: rylius
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Posted 31 January 2011 - 10:31 PM

Beautiful mapping. Fog could be a little less, but it's pretty okay right now.

Mirror: http://hazewood.de/q3ut4/ut4_antic.pk3

This post has been edited by Rylius: 08 March 2011 - 12:58 AM


#5 User is offline   Richardyourgod Icon

Posted 31 January 2011 - 10:45 PM

very very nice map, a pity that the fps is bad, you should hint the map orso. or use autohint, and that little dark room with the chair is terrifying!

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#6 User is offline   mitsubishi Icon

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Posted 31 January 2011 - 11:52 PM

the chair

#7 User is offline   FuN Icon

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Posted 01 February 2011 - 01:44 AM

This map just looks great.

I'm really happy to see this map here, and I hope you will improve it.

Once again, good work NouNou!

Hin Hin!

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This post has been edited by FuN: 01 February 2011 - 01:45 AM

"An apple a day keeps The Doctor away. That's why bananas are so good."
FuN aka Marsupilami


#9 User is offline   LynXIII Icon

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Posted 01 February 2011 - 04:49 PM

Good work! I like the mood of the map and the fog adds to that, but maybe remove it in the sake of more fps :-)

#10 User is offline   Nounou Icon

  •   former FS member   
    Concept Artist
  • Account: nounou
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  • Posts: 164

Posted 01 February 2011 - 07:23 PM

The mist permits me lot of things. Like harmonizing the atmosphere, textures, hiding the ugly stuff (especially decoration, all around the playable area wich is turned into silhouette), give to environment an impression of magnitude to the map, increasing wetness feeling. (like the silhouettes of towers on mountains) It's also needed to give the volume to dark areas with different gradients greyscale.
In fact mist is good for lazy mappers like me.

But less fog will not kill the atmosphere. I'll try even without it. Fog kills fps a lot ? Whatever density ?
About optimisation. I'm rookie with that. All is well caulked i think. But I don't know this autohint fonction ? I've got an error with -vis- too, "visibility exceeded". Work the lights with structural/details is good for fps ?

By the way, open doors are dangerous, there are three notes (in french sorry), and the towers floors can be destroyed to make snipers task difficult. Did you found how to survive to the dark room ?

Thanks for comments, (And for scripts already created, mappers like mister Clatoo for his sky.)
And thanks for hosting the map Rylius!

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