I like big maps, they only turn into jogging simulators if they or the spawn systems are poorly designed.
No offense, but get back to me when you're on a mod team that got same recognition as DH has.Make the maps as large as you want.
Just make sure you design them a bit better than DH's...
No offense, but get back to me when you're on a mod team that got same recognition as DH has.
And UE2.5 is? That would be a step backwards if UE3 didnt... it has something more with "detail" doesnt it?
Berezina FTW!!
Actually, yes it is a step backwards. The UE3 engine was designed to work well on both PC and the current console generation.
With all the memory restrictions of consoles, it handles geometry and textures differently than previous versions of the unreal engine. True, it can handle more polygons, that's a given, but distances are not a forte of the engine, especially in multiplayer. Many games using UE3 for multiplayer make the mistake of distance; after a certain point things can get very jerky. TW have obviously put a lot of work into optimising that.
That's not to say there aren't PC-specific ways of doing things in UE3, but maps of the same notably huge scale as the big RO1/DH tank maps are not as viable in RO2.
No offense, but a lot of DH's maps were pretty sub-standard in the general design and flow department and this is no secret to anyone.
No offense, but a lot of DH's maps were pretty sub-standard in the general design and flow department and this is no secret to anyone.