papercoffee wrote:Edited the spacing between the pictures ...I had problems to distinguish each other because of the similar light volume and texture.
papercoffee wrote:Why is it a problem to use the default 256² screenshot? It's just for the menu.
People won't see the difference but they'll notice that the map is crashing them and then they won't play it.
ExpEM wrote:Sweet as.
ExpEM wrote:I can't fathom why people would still be using the old D3d anyway, but that's besides the point. If people insist on using D3d they can edit the level to remove the screens.
(Sorry if that sounds b*tchy, just being blunt).
papercoffee wrote:Ah ...New Zeeland.
papercoffee wrote:I don't know, but many people insist on playing UT as vanilla as possible, out purism or ignorance.
"NHL Rock The Rink" (PS1) announcer wrote:...And there are no stunt doubles in this game, folks!
Feralidragon wrote:Just tried it out, and all I have to say that it's an awesome map, certainly a potential winner if it was a CMC entry.
papercoffee wrote:Really nice map. It has a good flow. But I would have build in a tiny little bit more z-axis play.
The lifts are the only way to get from the bottom to the top area.
And that the exits from the lifts are always on a different position brakes the game flow.
UnrealGGecko wrote:Has a strong DM-ForWhomTheBellTolls vibe, nice!
sektor2111 wrote:As long as I am not a smarty guy, I do not understand what exactly is the problem with 512×512 screenshot. I've done 1024×1024 multi-framed Screenshot in Sk_Godz and it did not crash any d3d in my system(s). Actually I don't get what crash is about except maybe OS's DRIVERS problem which people are ignoring leaving their systems with default display drivers (not UT drivers). Evidence here - using a D3DDrv.dll file from years 2000 (and we are in 2018 if I'm not mistaking...)
Of course, because of fore-mentioned reason I cannot explain why some semisolid brush types might be causing flickering textures (in my maps happened as well...) looking from some range, because in a closer look they do not have any visual glitches.
Actually this map seems suitable for some DM as long as ExpEM do seems to have good mapping skills.
Perhaps as a small feed back, some ammo could be added post pathing for preventing to load paths network too much, leaving only weapons to be taken by paths building... but I'm not sure if here can be issued something around this problem.
sektor2111 wrote: Of course, because of fore-mentioned reason I cannot explain why some semisolid brush types might be causing flickering textures (in my maps happened as well...) looking from some range, because in a closer look they do not have any visual glitches.
OjitroC wrote:It's a nice map, lots of fun - as already mentioned, a little more z-axis action would be good.
ExpEM wrote: If you can find a spot to improve then let me know, i did think of reversing the lift by the minigun to sit at the top instead?
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