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Post Posted: 19 Mar 2018, 16:42
Post Posted: 24 Mar 2018, 16:54
Post Posted: 24 Mar 2018, 18:36
Post Posted: 25 Mar 2018, 06:23
UBerserker wrote:Gotta say, not sure if MOTW would be worth continuing since the rate of posts is very low. Maybe let's just focus on newer released maps only from the next month.
Post Posted: 25 Mar 2018, 16:44
Post Posted: 26 Mar 2018, 08:02
Waffnuffly wrote:It's tarydium-doped smoothies. Drunk by the player, I mean. The player is tripping balls. The whole game actually takes place in a large city and the player thinks he's on an alien world.
Post Posted: 26 Mar 2018, 13:14
Sat42 wrote:- The Lost Sanctuary of Kalishr'a: the most "professional" one, had to be divided into two maps because of the leet visuals, streamlined gameplay leaves little in terms of actual challenge.
Post Posted: 26 Mar 2018, 18:45
editor Dave wrote:i like your observations, I just wanna mention that it probably wasnt the visuals themselves that made the maps split. They have 20k and 12k Nodes each, added together still way below the maximum, and also below the Node count of sancient (48k). They either wanted to stretch the pack by saying "Yo, weve got the hugest pack out there!" or it was easier to fix errors that way. Probably a mix of both.The brushwork between Eelhandra and Kalishr'a seems pretty similar to me which probably stems from Chicos decision to not overwhelm the player anymore with size. Both temples have rather concise rooms in comparison to Soquatre. On top of that, as you already mentioned, they become progressively more linear, and especially in the latest map, less explorative. I thought it was funny in comparison to Shamu quest that all the structures in the latter half could not be accessed. The beginner chico wouldve certainly done differently. Last but not least, the lighting became way better, with a wider range of contrasts and overall less pitch black areas. Good lighting can elevate a mediocre brushwork to a beautiful sight which is why I think you have the impression of more hardware intensive visuals (what I interpret of "leet" ) when it, surprisingly, is actually not: The areas of both left hand pictures of the opening post of this thread have up to 300 and 400 Polygons on sight, respectively, whereas Chicos ONP temple barely scratches on the 250 mark sometimes. Make of that what you will. Btw, the ridiculing term "Spaghetti code" gets a very literal meaning when you look at that trap area in sancient.
Post Posted: 26 Mar 2018, 19:49
editor Dave wrote:
Post Posted: 26 Mar 2018, 20:11
UBerserker wrote:For old processors a nodecount of around 30k probably caused extremely slow and possibly worse rebuilds.
Post Posted: 26 Mar 2018, 20:49
editor Dave wrote:UBerserker wrote:For old processors a nodecount of around 30k probably caused extremely slow and possibly worse rebuilds.I would really like to test if the same map results in a different built when rebuilt on different PCs! Has this kind of thing been done before (with results)?
Post Posted: 26 Mar 2018, 21:18
UBerserker wrote:editor Dave wrote:UBerserker wrote:For old processors a nodecount of around 30k probably caused extremely slow and possibly worse rebuilds.I would really like to test if the same map results in a different built when rebuilt on different PCs! Has this kind of thing been done before (with results)?Apparently a bit true.
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