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[227g+] new test map

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Turboman.
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[227g+] new test map

Post by Turboman. »

New map i made while toying around with those new 227 features.
not a playable map (in the sense of, dm or singleplayer), just eye candy to look at, and ofcourse to understand some of 227's features.

[URL=http://img218.imageshack.us/i/227tt1.jpg/][img]http://img218.imageshack.us/img218/5776/227tt1.th.jpg[/img][/URL][URL=http://img546.imageshack.us/i/227tt2.jpg/][img]http://img546.imageshack.us/img546/9941/227tt2.th.jpg[/img][/URL]

[URL=http://img156.imageshack.us/i/227tt3.jpg/][img]http://img156.imageshack.us/img156/4359/227tt3.th.jpg[/img][/URL][URL=http://img43.imageshack.us/i/227tt5.jpg/][img]http://img43.imageshack.us/img43/892/227tt5.th.jpg[/img][/URL]

[URL=http://img541.imageshack.us/i/227tt4.jpg/][img]http://img541.imageshack.us/img541/4985/227tt4.th.jpg[/img][/URL]

Download link
http://www.multiupload.com/S12PQDPNIC
Last edited by Turboman. on Fri Apr 22, 2011 5:47 pm, edited 1 time in total.
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Bleeder91[NL]
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Re: [227g+] new test map

Post by Bleeder91[NL] »

Seriously, this ain't Unreal anymore. O M G "vet cool" superb love 227g XD
Crysis 1 with Unreal weapons, mygawd. Praise tha lawrd for this piece o' heavahn on earthah!
I will never be able to work with it but mygawd it looks so awesome :D
For real, my respect for the 227 team just went skyrocketing! This made me burst with mapping rage, expect to see me study all the new features as a maniac.
Oh and nice job making this TURBOOO you got me fired up!
Last edited by Bleeder91[NL] on Fri Apr 22, 2011 9:21 pm, edited 1 time in total.
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GreatEmerald
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Re: [227g+] new test map

Post by GreatEmerald »

Indeed, this is pure UE2 quality.
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Rob-Bot
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Re: [227g+] new test map

Post by Rob-Bot »

Nice map, only problem seems to be the rising water by the ship (atleast online it gets all glitchy). other than that everything works fine.
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GreatEmerald
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Re: [227g+] new test map

Post by GreatEmerald »

That's true, I managed to glitch out the ship so it was at the bottom, while the water was up there, quite hilarious. But other than that, awesome work. Even the atmosphere is outstanding here. Also, apparently EFX works fine for me here on Linux, yay :) Though plenty of framerate troubles still...

Also, funny fact: I summoned en eightball, loaded all rockets and blasted myself right out of the level. Hilarious!
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gp
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Re: [227g+] new test map

Post by gp »

This is simply stunning.
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Hyper
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Re: [227g+] new test map

Post by Hyper »

Wow! Nice demonstration of what Unreal 227 is capable of.
Great work, both for the map and the 227(g) patch.

Side-note: It seems that some of the technologies used in this map are very CPU-intensive. At some locations the framerate drops to around 30 with 100% CPU core usage on my [url=http://tweakers.net/gallery/23645?inv_id=517#tab:inventaris]high-performance main system[/url].
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Turboman.
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Re: [227g+] new test map

Post by Turboman. »

Thanks for the feedback, i hope some people who haven't had the time to look into 227 features could get a general idea from this, maybe get their own projects going using the new features ;)

Side-note: It seems that some of the technologies used in this map are very CPU-intensive.  At some locations the framerate drops to around 30 with 100% CPU core usage on my [url=http://tweakers.net/gallery/23645?inv_id=517#tab:inventaris]high-performance main system[/url].
It isn't really the fault of the 227 tech, i have to say 227 is optimized very well ( despite the unreal engine not supporting T&L or shader stuff)
The blame in bad fps lies mostly in shitty mapping, I hardly bothered optimizing it, i could have improved performance alot by cleaning up the meshes, reducing unnecessary collisions and backfaces, and probably make better use of zoning, occlusion and visibility. Alot of cpu resources go to waste to that, i'll just blatantly admit i was too lazy with optimizing :P

Last edited by Turboman. on Sat Apr 23, 2011 12:05 am, edited 1 time in total.
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TheIronKnuckle
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Re: [227g+] new test map

Post by TheIronKnuckle »

Quoting myself from over at UnrealSP:


I opened the map in Ued, the whole thing is a bloody static mesh! *explodes with sarcastic rage*

I'm interested though, because the landscape looks like it was done with tess cubes... did he do shit with the classic method of mapping, CSG and BSP and whatnot... and then convert heaps of stuff to static meshes?

The thing which I love about this old engine is the fact that I actually know how to use it, and I've been mapping under the impression that static meshes are horribly hard to pull off effectively unless you have knowledge of some external editor. However this map is making me reconsider that assumption.

This post boils down to a single question: How much of that map was done in Ued? (I'm hoping to hell the answer is "all of it")

edit: the framerate was also crap for me on this, I'm half blaming the ultrahigh detail shadows which i foolishly enabled.
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Malth
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Re: [227g+] new test map

Post by Malth »

This is amazing. I'm an OG Unreal'er, starting back in 98 or 99, and this seriously just about brought a tear to my eye. I cannot possibly say enough good things about the work that's been put into this.

It would be awesome if it could take advantage of multiple cores or offload some work onto the GPU (it brought my system to its knees as well), but it's understandably not very likely to ever happen, so I'll just use this as further justification for a new cpu :)

Really, great job.
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GreatEmerald
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Re: [227g+] new test map

Post by GreatEmerald »

Speaking of which, does anyone have plans to enhance the stock Unreal campaign with 227 features?
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KillerSkaarj
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Re: [227g+] new test map

Post by KillerSkaarj »

Speaking of which, does anyone have plans to enhance the stock Unreal campaign with 227 features?
I've had the idea of doing the first few levels, since Vortex and Nyleve were meant to coax the player into the game with pretty visuals and effects like Dynamic lighting and water effects and so naturally they would be more suited to displaying the new visual effects introduced with 227. I know for a fact that both levels would involve a lot of smoke, fire, and spark emitters inside and outside the Rikers. ;D
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GreatEmerald
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Re: [227g+] new test map

Post by GreatEmerald »

Indeed. And with the portal system in Unreal, you could update one map at a time and not break the level sequence.
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Hellkeeper
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Re: [227g+] new test map

Post by Hellkeeper »

Hum, I'd be interested by such a project.
You must construct additional pylons.
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[]KAOS[]Casey
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Re: [227g+] new test map

Post by []KAOS[]Casey »

If you're going to do that, I would also request that you path the maps properly for bots to navigate it. I've coded some bots that can be given arbitrary orders {and actually PLAY the maps like an expert}, but the maps aren't pathed, though thats where dots' map fixer mutator comes in, but we need h released and headers to do that.

This can be difficult, especially with things like NaliC where the bots have to be able to "know" that the gate is closed, and jump off, then shoot the mover if it's there.

edit: the reason I want bots to help play is so that eventually if not many people are available to play, you can still have assistance on (extremely)harder difficulties, with or without custom monsters.
Last edited by []KAOS[]Casey on Sat Apr 30, 2011 5:23 pm, edited 1 time in total.
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GreatEmerald
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Re: [227g+] new test map

Post by GreatEmerald »

Indeed, I'd love to path the levels. For some reason I'm quite fond of pathing, although lifts and jumpspots are time-consuming.
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KillerSkaarj
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Re: [227g+] new test map

Post by KillerSkaarj »

the reason I want bots to help play is so that eventually if not many people are available to play, you can still have assistance on (extremely)harder difficulties, with or without custom monsters.
So basically you want to future-proof the game in the case of its eventual death. That's a morbid thought. A bit like preparing for the end of the world. Only not as serious. :o

Anyway, I've done a bit with sprite emitters on Nyleve but as I'm easily discouraged I don't think I'll be able to do all of this on my own, especially with me still being in school. Once school is out though I'll have nothing to do so I'll probably launch a dedicated effort to convert the maps once that occurs.
Last edited by KillerSkaarj on Sun May 01, 2011 11:30 am, edited 1 time in total.
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GreatEmerald
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Re: [227g+] new test map

Post by GreatEmerald »

More like allowing co-op without an actual internet connection. Also, teamwork!
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Buster
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Re: [227g+] new test map

Post by Buster »

Excellent work !!
I'm at a loss for words.
You should be proud.
Fantastic job.

Nice map too. LoL
:D
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[]KAOS[]Casey
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Re: [227g+] new test map

Post by []KAOS[]Casey »

So basically you want to future-proof the game in the case of its eventual death. That's a morbid thought. A bit like preparing for the end of the world. Only not as serious. :o
Less of future proofing, and more of "holy crap bots can play unreal without assistance by themselves." The original idea was for the awesome factor. On top of that, fixing the map pathing will also allow for better AI. A lot of the time the skaarj don't use their hunting routines only because there is a complete LACK of pathing in a map.

edit: wtf? the word filter is extremely lame now. I want a refund or a mutiny is in order!
Last edited by []KAOS[]Casey on Mon May 02, 2011 12:14 am, edited 1 time in total.

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