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Ut4_Happyjumptutorial [Beta] Rate Topic: ***** 2 Votes


#52 User is offline   Flinn (old) Icon

  • Joined: 30-October 08
  • Posts: 392
  • LocationArkansas

Posted 05 September 2009 - 09:12 PM

my settings are almost highest as they can be.
everything is smooth. 125 fps. however. some spots i get fps drops
even inside the building.
also the letters are still pretty small. u should make it bigger.
besides that.. good map

#53 User is offline   DuTchEr95 Icon

  • Account: dutcher95
  • Country:
  • Joined: 14-May 10
  • Posts: 508

Posted 06 September 2009 - 07:39 AM

happyday i finished your map =D

but i still think you have to do something about the doors they make me lag and they are a bit buggy.... you can also just remove the on that goes only up (the one as big as a normal door that is moving up)
much servers got lags when i play your map :/

#54 User is offline   ValkoVer Icon

  •   mapper   
  • Account: valkover
  • Country:
  • Joined: 28-February 10
  • Posts: 645

Posted 06 September 2009 - 03:23 PM

1. You make any hints inside buildings?
2. Not everyone play with r_picmip 0, remember about that.
http://img2.imagesha...ipshaderplz.jpg
Shader which will ignore picmip (im not 100% sure its correctly):

textures/directory/texture.tga
{ 
	nopicmip
	{
         map textures/directory/texture.tga
	}
}


3. Low fps :P

Map is good (i get stucked sometimes hahaha), but need little more work :wink:, GL

#55 User is offline   Hoody Icon

  • Account: hoody
  • Main tag: pnk|
  • Joined: 28-February 10
  • Posts: 425

Posted 06 September 2009 - 03:47 PM

Quote

You have to set your texture quality to high to see them clearly. If you set it to medium or low the text will be blurry. I don't know If there's a way to make a certain texture behave like you set texture detail to high. If there is, I will definitely change it in the next version of the map. Anyway, thanks for the comment :)


This is your call, but I bet at least 50% of the UrT community make sacrifices on performance cvars to get urt to run as fast as possible, so a heck of a lot of people are not going to be able to read your instructions.

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#57 User is online   V00d00 Icon

  •   verified user   
  • Account: v00d00
  • Main tag: uJ|
  • Country:
  • Joined: 11-November 08
  • Posts: 516

Posted 06 September 2009 - 04:51 PM

Quote

Lol, that's exactly what v00d00 was saying. :lol:


No i was saying do it like this.

ut4_happyjumptutorial
{
sv_pure "0"
}

Then i can set other maps pure if i wanted.  But im being pedantic.

#58 User is offline   Driller Icon

  •   community admin   
  • Account: driller
  • Main tag: uJ|
  • Country:
  • Joined: 28-February 10
  • Posts: 1,001

Posted 06 September 2009 - 05:21 PM

If Im right, you can set server pure 0, only for one map?
Because since we set pure 0 in config, it is for all jumpmaps we have.
Since then we have minimaps which are changed a bit ... no problem
But one other thing, im not sure if its related..., is that when we do /map(space)(TAB) we see the maps on our own pc, and not anymore the maps which are on the server.
And I need to see the maps on the server to cycle, with normal admin access (im not the owner)

#59 User is offline   Yas Icon

  • Account: yas
  • Country:
  • Joined: 28-February 10
  • Posts: 1,313

Posted 07 September 2009 - 02:41 PM

nice sectioning of jumps. happiness.
using red lines to show how to. happiness.
nicely themed throughout. happiness.
falling off the side you die. sadness.
step outside and fps plummets. sadness.
cone jumps. uber sadness.

#60 User is offline   madpew (old) Icon

  • Joined: 22-December 08
  • Posts: 76

Posted 07 September 2009 - 05:39 PM

Hi everyone. I got some feedback, but before I start:
The map is GREAT ! Aprecciate your work! Helped me alot.

I'm a really noobish jumper (so I guess I'm the main target for this map), never did lots of jumps and I made it (which is great)
Still I had some troubles / found some points of improvement.
Ordered by appeareance(iirc):

SUGGESTIONS / PROBLEMS:

The glow on the infopanels font is making it look blurry and hard to read on smaller resolutions.

Pools-Area: Great for noobs but really annoying to fall out of the map if you managed to do your first proper walljump. Atleast this area should be closed.

Doors:(general) In the first room I kinda lost orientation reading the notices, 2 green doors, where to go. Not much of a problem but a -> Sign shouldn't be a problem :)
Besides to that they open a bit too slow for my taste (can't slide through after some jumps, getting blocked by a opening door sucks :P)

Curve-Jumps: Is there any need to have so damn much of them? They aren't that hard but it's kinda annoying doing (9?) same jumps in a row. Kinda repetive.

Balancer-Jumps (is this the right name?): I found the first one harder than the second one, compared about 5 times (both), first one seems (dunno why) harder to me.

Some trails seem to be too opaque, compared to others.. which is kinda irritating when the red trail blocks your view :) (Walljump Part)

SlideJumps: At the Second (the double jump) slide the respawn should be set some steps back. The spawn is in the middle of the red line.

Ramps: Maybe I misread the notice, but after those slides, I tried sliding up the ramp which doesn't work out "that well" :P

DockJumps: Tell ppl to keep sprinting when ducking.. Seems straight forward but guys like me that use the same finger for sprint and duck are pretty much fk'd there :)

IDEAS:
After every (or some) Jumps, show ppl where this jump can be used in normal maps.
Might be useless for Trickjumpers but great for noobs to USE the knowledge they got while capping flags, ... whatever.

Just my 2 cent.

Thanks for this great map.

madpew

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