Yes, that map is definitely a masterpiece. I still play the deathmatch maps more often, but only because it is my favorite game mode.
- Posts: 76
- Joined: Thu Aug 28, 2008 11:40 am
- Personal rank: UEngine violator
Nah, I don't care about this enough any more to go through the hassle of having a file removed which I uploaded myself by now. Why would I, the map file is intact, and noone ever in the history of UT has looked at a Readme anyway. So yeah, Unreal Archive still doesn't meet my standards of what or what not should be uploaded, but 13 years after release, why would I really care?^^Neon_Knight wrote: ↑Thu Aug 26, 2021 5:55 pmIn that case you should contact Shrimp, who's here and in charge of UA, and tell him about your worries. Or open an issue on http://github.com/unreal-archive/unreal-archive-data.
But while we're at it: Considering all the praise I received for Chronoshift back then, and I appearently still receive here... Are you serious? I need to share a little background, because I really wonder about that... I mean yeah, I also think it is my best map. Can't argue. But "THE BEST Assault ever"? Not even close if you ask me.
First of all, the old classics like Cold Steel, Bridge and Astenosphere easily outshine it. And then, I always see Chronnoshift in its context: I only joined FoT5, when the map was almost done geometry- and lighting-wise. And all of a sudden being part of a FoT pack again, the map needed to compete with Derdak's Mothership and FnB's Orion's Curse from FoT4. And I think it couldn't. So I went buck wild on all the scripting, did the time shift, the footstep sounds, the interpolated end cam, the sun flare, the gravity field and finally the choosable graphics. If I may be completely honest, I think I just overwhelmed you with all the eye candy.
Because subtract all that (except the time shift, which is actually a relevant gameplay element), and Chronoshift may or may not compete with Mothership and Orion's. But Cold Steel? That's a completely different level.^^
Yeah I know, rating your own maps is bad, but I do it anyway because why not?
- Posts: 715
- Joined: Sat Mar 21, 2020 5:32 am
Same stuff for light. For set bDynamicLight on 370 Lights used LightBeam class which constantly eat channels. Same problem with ice. But at least ice actors not so many.
Also very many actors override default bStatic=true, so prevent work it on v436.
But it general map good. And with some fixes can be playable over network.
- Posts: 130
- Joined: Wed Oct 10, 2018 11:15 am
- Location: Australia
OT, but the way to make this better is to report issues, request deletion of duplicates, suggest or contribute cleanups, and flagging of the "official" versions. For specific maps and files, contact me directly, or just log issues as Neon_Knight suggests, just make it clear what specifically needs correction.TankBeef wrote: ↑Wed Aug 25, 2021 9:12 pmOk, don't know what others think, and correct me if wrong, but...I would probably recommend whenever possible, download Revelation and Swanky maps from moddb, to make sure you have the most recent version. Unreal Archive, one of the few great UT resources we have today, but the maps available are not always the latest ones. Or...they have many versiones and duplicates of the same map, and it is not always obvious which ones the author intended to be "final" or "official". But I may be speculating, you tell me.