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Old 07-12-2008, 01:45 AM   #1 (permalink)

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DOM-CTC-TheBishopsPalace

A new entry has been added to Links and Downloads Manager

Description: Here is a map i did for the CTC mappack. It is based on a real place in Galveston Texas called The Bishops Palace. I embellished it ALOT! But it does resemble it from the front.
The theme is that this place is on a distant planet, far from any known life and used as a storage facility for the universes most highly coveted religious artifacts.
Once occupied by religious guards and keepers it remained unknown for centuries until ..lol..yup.Liandri sent a mining expedition to this distant solar system and discovered it wiping out the inhabitants, allegedly, and turning the place into a DOM-arena for their own private matches which were by invitation only where only the winners of the private matches were allowed to return to their homelands. The losers...well..you take your chances and come up short...too bad.
Enjoy!
------------------------------------
I think this map i got a little carried away with. It just kept growing and growing until it really got too big to be a good gameplay map. But since no one maps for DOM , i thought maybe a few DOM lovers out there would enjoy it for a few matches.

I especially like the dungeon areas. The bots are pretty good and the DOM points are spread out very well so keeping control of two is impossible. Just try to hold one is your best bet to winning and let your teammates claim the other two.
Thanks for trying it out and enjoy.
Tex

To check it out, rate it or add comments, visit DOM-CTC-TheBishopsPalace
The comments you make there will appear in the posts below.
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dom-ctc-thebishopspalace-tbc3.jpg   dom-ctc-thebishopspalace-screenshot.jpg   dom-ctc-thebishopspalace-screenshot2.jpg  

dom-ctc-thebishopspalace-screenshot3.jpg  

Last edited by TexasGtar; 07-12-2008 at 02:04 AM.
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Old 07-12-2008, 04:43 AM   #2 (permalink)
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My comments and rating on this entry...

Comment:

awesome!! can't wait to check it out!!

summary and screenies alone are worth 5 stars for me.

To check this out, and rate it or add your own comments, visit DOM-CTC-TheBishopsPalace.
The comments you make there will appear in the posts below.
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Old 07-12-2008, 04:44 AM   #3 (permalink)
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Re: DOM-CTC-TheBishopsPalace

I added the image to your download so it has a nice thumbnail too.
Links and Downloads Manager - UT Maps! - DOM-CTC-TheBishopsPalace - Unreal Addicts Forums


awsome stuff dood..can't wait toplay and see more.
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Old 07-12-2008, 07:16 AM   #4 (permalink)
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Re: DOM-CTC-TheBishopsPalace

Well, I took the time to play this map and look at it through the UnrealEd. That's what I found...

Architecture and detail are pretty nice, although better use of the grid is advised. Some stuff is misaligned, leaving a gap in between walls and stuff like that:




Details is pretty nice. Great care has been taken in placing a lot of meshes and even BSP detail, which is organized neatly, however, certain places are completely without detail... completely bare. It's somewhat noticeable when you come from an empty room into a detailed one and it gives the impression that the map is 90% finished...


Lighting in the inside areas is pretty good. It's diverse and not just... one color. Although I have to say that I think purple has been used a bit too much. (Keep in mind - red and blue will create purple). Also, the green colors used to amplify certain details is a bit too saturated and diverts attention to the walls or details instead of keeping the player on the battlefield.

Although the inside is lit pretty well, the outside has been neglected. There is a setting sun in the skybox (which really looks nice), but the shadows outside are weird. Some are cast in places where there is nothing to actually cast shaddows and... then they're missing from places that should have shadows - because the sun can't shine there.
Also, the outside area is somewhat dark. The ambient light is a bit too dark and... I suggest using a shade of mid saturation dark blue next time. Looks good for shadows.


Texturing is not really good. Stone, metal, wood all over the place with no regard for each other...



Sharp transitions like these from an area textured and lit like a church... into an area textured, lit and modeled like a factory

(Also notice the green shades I was talking about earlier.)

Also, see the indent into the wall where two books are?
That's sticks out waaaay too much because the color is different and the texture doesn't match.

Although texturing of the outside areas is considerably better, apart from maybe one or two textures that I wouldn't use...

Next off... the weapons and pickup placement is somewhat off. Minigun in a sniping spot, ammo all over the place with weapons nowhere to be found, sniper rifle with two bullets (no, not bullet boxes... two bullets) in a sniping spot... A med box on top of a roof? I think it's better to put something like a shield beld there... cos a player had to go through some tough manouvering to get up there and is exposed to sniper fire from all directions... just to get 20 poins of health? I mean... who's gonna go up there just for *that*, if you know what I mean

A few of the spawn points are positioned on top of the water tower... with nowhere to go but to jump off. But if you do that, you recieve damage. That's a bit off as well.


Now, I must say that layout is quite good. It took me a while to figure out where the control points.


The bot pathing is pretty good. Bots took the control points before I even found one.


Although I must say that player count ranging between 6 and 32 is... completely off. With 6 players in a map, you'll hardly every meet any other player, other then next to a control point because the map is so big. On the other side... 32 players in the map....... is a complete disaster. In the outside areas, the poly count offten breaches 500, 600 polys. There are several spots where it breaches 800. That along brings even modern computers down to a halt... that's offline, with no opponents. But online, that's completely unplayable. With 32 players, my framerate has offten been dropped to 10 FPS (and for the D3D haters out there, yes, I did try OpenGl with same results). So in the next projects, I strongly suggest using the "stat fps" command to keep your polys below 300.


Overall, I'd give this map 5/10
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Old 07-12-2008, 03:11 PM   #5 (permalink)

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Re: DOM-CTC-TheBishopsPalace

Thanks so much for the feedback. You have some very good points and i will try to keep them in mind on future projects.

My texture choices have always been the butt of several jokes. I just put what i want and if i like it ..even if it might not make sen3se..i keep it. Ha!

I tried several things to get that sunlight shadows correct. Without a sunlight actor like in ued3 it is really difficult without having too much frame rate drop.

That misaligned ramp kept giving me HOM's because of the curved uphill ramp design but for some reason it didn't when i moved it down a couple of UU's so i figured it was an acceptable problem.

Really good insight with such a limited playtime. I agree with a lot of what you have said. The map was made for the CTC mappacks and i was the only mapper able to meet the strenous deadlines for all 3 mappacks. So yes some areas i had to just wrap up to get it finished in time. I'd of loved to have had another 3 months to play around with it.lol

Lighting was still kinda a mystery to me ..this is my 4th map i had made. So i can look back now and see the lighting isn't great. I was still learning a lot of the tricks of the trade.

The water sistern spawn points were just adding more to prevent the dreaded spawn frag when there aren't enough for all the players. I thought i had a health very close by to regenerate after the jump? Maybe not ? But yes that isn't fair to get damaged right off the bat like that.

I agreee that the weapons could be more than what is in the map. Like i said i was learning. Noob mistakes. I'm pretty good at supplying weapons in the right places now. The whole item placement is probably not quite right in this map but my focus was on the build more than items and didn't realize how important that is to a good map back then.

Thanks again for taking a look at it and for the great feedback!
----------------------------------------------------------

@GrendelKhan-Thanks for adding the screenshot thumbnail!!!!!!!!!!!!!! My hero.
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Old 07-12-2008, 05:54 PM   #6 (permalink)
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Re: DOM-CTC-TheBishopsPalace

I'm sure it's a bit more difficult to light the map without the sunlight actor, but not impossible. The easiest way is to use a cylinder light with 255 (largest) radius. That will simulate the sun light *way* better then the spot lights you have.

Another thing to keep in mind is that spotlight is way less optimized then the usual static light... which is by far the biggest killer of frame rate in your map. For some reason (OpenGl and D3D8 and 9) managed no more then 70 fps anywhere in your map. Which means something is terribly wrong.

About textures... I know that you sometimes find a texture that looks cool and you wanna use it, but if it doesn't fit... it just doesn't fit. Another thing about textures to keep in mind is that brighter textures react to colors better - they get colored. So you can use the lighting to radically change the color of a certain texture to make it look great

Oh and... weapon placement is just as important to the map as anything else. Map can be the best looking on Earth, but if players don't find the correct weapons and items at correct places, they're not gonna like it. So it's really critical not to just randomly position them.

That said, the last thing I wanna point out is that even though there are health packs nears the water tower... there is no guarantee that the packs will be there when the player spawns and jumps off. Some other player might have spawned just 10 second earlier (or run by there) and took the packs.
In such cases, use a one way teleporter for the player to be able to safely get to the ground

That said, the map isn't all that bad (other then the very poor frame rate for some reason). It is somewhat nice to look at - especially with the hectic deadline.

The map is also very large and I can see there was a lot of effort put into it. Good job on it. I hope you continue learning in that direction and you'll do great
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Old 07-12-2008, 08:25 PM   #7 (permalink)

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Re: DOM-CTC-TheBishopsPalace

A cylinder light with a 255 radius ...will bring that 70 fps down to about 90 fps and 255 radius does not even cover the map.

I did try the cylinder light but the drop in frame rates made me go with several lights in locations to try to simulate a one direction source. And used radius's a lot less than max 255 which helped tremendously.

I also tried to take the outside textures that the sun hit and in the texture properties rescale them to 4 and then go back and rescale them in the map and use high detail textures which really made some awesome shadows but it dropped the playability down below what i was willing to accept. So i stuck with this version.

Remember that this was my 4th map i released in August 2005. So i have learned a few things since then.

But i relish any info or feedback. I can always learn and i certainly do not know everything or will i ever know it all. So i love getting insight to new ways to do things and any advice i will be happy to use.
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Old 07-14-2008, 12:21 AM   #8 (permalink)
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Re: DOM-CTC-TheBishopsPalace

wow...this convo alone could be a tutorial.

:thumbsub:

nice feedback and great job. anyone have a digg account?
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Old 07-28-2008, 08:41 AM   #9 (permalink)

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