The map has certainly some potential if you add some more stuff to it and work out the lighting, and it's a great map for a 1vs1.
For example, if you set up a sun and have the lighting matching the sun, with the surfaces shadows set to high quality, the map will very likely go from "nice" to "awesome" almost instantly with this change alone.
To give you a small example of the difference this makes overall in a map: http://www.mapraider.com/maps/unreal-to ... /CTF-Mysis
@sektor2111: You probably didn't receive the memo, but:
Spoiler
And the worse thing about this is that other folks who understand even less than you follow up on your horseshit, creating a chain of misinformation, simply because you made some things which apparently work and are fairly active in the community, without realizing that is actually incredibly easy to make stuff "just work" even in the current state of things, even if not in the best way, and half of what you do is not remotely done the right way to further prove this very fact, which was proven especially after our last exchange.
But one thing I will do at times is to call you up on your BS at one time or another (like here) when it comes to a point where you're just mistreating and misleading developers through word of mouth that you didn't understand yourself at all, and you further prove with your non-sensical "point" questions in your very post, and I am not willing to allow your BS infecting others that easily.
Sometimes you're right, sometimes you're wrong, but in your mind you're always right and everyone else is an idiot, and I am not willing to play chess against a pigeon, not worth my time at all.
Not only you are wrong for the most part, but I could actually post a couple of links to you proving so, but instead I will just tell you what you tell others and let you search for it in the forum instead.sektor2111 wrote:And I will ALWAYS be a fan of those which are able to write some great natives adding things compatible with default UE1 - probably this subject being out of your range
Not that I understand absolutely everything Higor says, I doubt most do anyway, my knowledge in the native side is fairly limited without a doubt and there's vocabulary that I miss from the computer science side of things (mainly from C++ itself) that would allow me to understand some of it, and there have been cases where I also had some sort of misconception about one thing or another that he has proven otherwise, which is very cool as a matter of fact.
But I don't blindly believe what he says without even understanding it nor necessarily agree with him in everything, unlike yourself, especially when it comes to some of his written code (mainly on the UScript side), instead I just test things out independently and try to actually understand it with critical spirit, which everyone should do regardless of what one person says, this is called peer-reviewing, probably a foreign concept to you.
I mean, if I said anything here which is not right, anyone is free to come along and correct me and explain it, be it either Higor or even a complete noob at this which happened to stumble onto something that I was not aware of, I don't care who, everyone wins.
What you do is the very opposite.
As for your other points, they're completely non-sensical as usual, and you go out of your way to explain a problem with a cause which is just wrong and that has absolutely nothing to do with the problem itself, thank you for providing me with more of such material to have more examples to point to.
For example, for your 3rd point: the brush builder has nothing to do with the brush being subtractive or additive, this is like the 1st grade equivalent of UE1, even new mappers can easily understand this and see how what you're showing has nothing to do with whether or not a subtractive terrain is problematic.