KrivoiRog = 199608 UUs<<<<< Is that correct? Over twice the size of alte? wow.
I don't realy understand what a UUs is, but having played all these maps so often the #rs explain to me my own adjustments in playing style for each map. (among other factors of course)
thx jeff!
UU is just Unreal Units. Unreal has its own basic unit of measurement which scales to 16UUs = 1-ft or ~0.3048-meters. At least 16:1 is what Jason Busby (et al) indicates in his book "Mastering Unreal Technology, The Art of Level Design". So 199608 ~4158yards or ~3.8Km.
The "End Fog" setting is -- as I recall -- the max distance you can see on level or more importantly it is the max distance stuff is rendered (subtle difference). Antiportals aside for a sec. "Fog" is perhaps a bit of a misnomer, but it provides the atmospheric setting on the level. Perhaps "Haze" is a better way to think of End Fog. Stuff gets grainier and grayer the further it is from a player as a result of the end fog setting.
As I understand it rendering of static meshes & BSP (trees, bushes, buildings, terrain) and such -- unless set to an individual cull distance in the actor properties -- will be rendered if it is within the end fog distance of the player charachter. Albeit a tree or a tank that is 70,000UUs away is tough to make out cause' there is a progressively increasing amount of "haze" between the player and the object. But this part of the reason why big maps with big end fog distance settings are so taxing on folks' systems and why some people have problems running Alte Ziegelei or the like.
Small infantry maps depicting urban environments or closed terrain settings -- for example April Showers -- can utilize very low end fog settings -- like 10,000 UUs or less. Small arms usually do most of their killing within 10 to 100-yards or less (snipers and coxial MGs aside).
On big tanks maps you normally want some level of long range direct fire capability. Particularly if you are trying to depict stand-off advantages of tanks like the Panther or IS2 or Tiger. "End fog" therefore needs to be big -- like 70,000(+) UUs. But this means stuff on the map way way out from a player's position is being rendered.
Don't quote me on any of this. This is just my own -- perhaps twisted -- understanding of how Unreal Maps work based upon reading various tutorials on the subject and experimenting with the like on the SDK Editor.