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View Poll Results: Make Dria-TMU Symmetrical?
No, leave it asymmetrical. 7 43.75%
Yes, use the South part. 8 50.00%
Yes, use the North part. 0 0%
Yes, but some other part; East, West, or Combo. 1 6.25%
Voters: 16. You may not vote on this poll

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Old 11-01-2016, 08:38 PM   #41
Turbo K
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Maps that are very asymmetrical, like Evergreen, Fall-Down, Spif, are different than maps like Dria. Maps that are mostly symmetrical but have differences in the details are bad, imo. It should be all or none. That's just my opinion, though. Dria is kind of a weird in between.

Asymmetrical maps will never be perfectly balanced. There is no way to accurately measure the advantage of one side over another. Things can be done to compensate but one side will always have an advantage. It comes down to how much a player values fair balance. I put a lot of value in it. Line of sight is paramount. That's why I started this, plus the fact that it often gets mentioned in game on Dria that one side has an advantage. I honestly expected more of a positive response to making it symmetrical but I can also understand why people want it to stay the same.



The plateau hill can be edited to eliminate that.



Yeah, I agree with that. 8 to 5 is not very much in favor of change. I think the vote for change would need to be much higher to justify replacing the current Dria with a symmetrical one. I'll give this time to see if more people show up to vote. If not then I will only work on it if Carpe is willing to have both on the server at the same time.
We already have two Drias on the server. I'd recommend replacing the TMU version because having a symmetrical version would cut down on 5-round matches, since the better team would win three in a row as opposed to whoever has the better side.
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Old 11-03-2016, 02:58 PM   #42
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I agree. It would be cool if the map was completely gutted and redone. Perhaps the non-TMU version since that one is not as popular.
Except... it's the TMU one that has the problem. If you want to keep the TMU as it is (kinda)... you can see about slightly adjusting vehicle spawn time or node built time or vehicle load out... to balance the map. The map is close to balanced but not quite, hence the almost always red wins of 3:2. It all has to do with distances and travel time and vehicle cover (aka Dim's cabin by the riverbed ).
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Old 11-30-2016, 11:02 AM   #43
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I can't put my finger on it, but Dria is the one map that makes me leave, no matter what version. I know a lot of people like it, so I just leave to make room for someone else. Some of it is the textures. Dark, dank, no color, blahhh. I know it goes with the theme but, what's wrong with a ruined castle in a green field? I like the idea of shallow water and brighter textures.

Don't know if it's possible, but could the fog density be changed in different areas of the map. Make a early morning spring time map that is more clear on the land hilltops but increasing the fog as you enter the valley where the water is. That would shroud the two middle nodes and add a little more close combat.

I don't mind asymmetrical maps as long as they're balanced but, prefer the more symmetrical maps personally, that's why MagicIsle is one my favorites.

just my $.02
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Old 02-10-2017, 08:40 PM   #44
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Binger,

Do you mind if I use a variant of this fort on an edit of your symmetrical version? That way the node can be taken down the same way on each side. The walls would need to be raised to prevent the team on the big hill from constantly shooting the node.


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I like that castle on Halloween but I think that might be too big for the lake on Dria. Plus it would need to be ruins to fit in with the theme of the map. I would be interested in what Lag is using on Pyro.

Here's a quick rough-in similar to what I did before. This took my like 5 minutes. It's just to give a visual to the idea.

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Old 02-18-2017, 04:25 PM   #45
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Binger,

Do you mind if I use a variant of this fort on an edit of your symmetrical version? That way the node can be taken down the same way on each side. The walls would need to be raised to prevent the team on the big hill from constantly shooting the node.
Not at all. Please do whatever you want with it. I threw that together in a few minutes so it's just a rough idea anyway.

Are you editing Dria-S-TMU-V1-01-04? Let me know if you would rather have the other side of the map or if you need any tips on how to do that.
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Old 02-20-2017, 09:59 PM   #46
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Not at all. Please do whatever you want with it. I threw that together in a few minutes so it's just a rough idea anyway.

Are you editing Dria-S-TMU-V1-01-04? Let me know if you would rather have the other side of the map or if you need any tips on how to do that.
Yes, but I would rather have the other side of the map if it could be available with a minimal amount of effort.
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Old 02-21-2017, 05:00 PM   #47
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Yes, but I would rather have the other side of the map if it could be available with a minimal amount of effort.
Okay, you want to keep the north side? Do you wanna use the TMU theme? btw, I didn't know for a long time that the textures on the terrain on the different Drias are the same textures. The ground looks different because the sunlight is a different color. Tells you how often I use "unlit" in the editor. Anyway...

It might take me at least a few days if not more. I'm normally pretty slow with UT stuff and lately I haven't been doing anything in UT2004.
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Old 02-21-2017, 08:28 PM   #48
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Okay, you want to keep the north side? Do you wanna use the TMU theme? btw, I didn't know for a long time that the textures on the terrain on the different Drias are the same textures. The ground looks different because the sunlight is a different color. Tells you how often I use "unlit" in the editor. Anyway...

It might take me at least a few days if not more. I'm normally pretty slow with UT stuff and lately I haven't been doing anything in UT2004.
Yes, just keep whatever theme Dria-TMU already has. I might go around and make the map a bit more cheery looking.
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Old 02-21-2017, 11:20 PM   #49
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Originally Posted by cmndr brain View Post
Don't know if it's possible, but could the fog density be changed in different areas of the map. Make a early morning spring time map that is more clear on the land hilltops but increasing the fog as you enter the valley where the water is. That would shroud the two middle nodes and add a little more close combat.
that's a pretty cool idea
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Old 02-22-2017, 12:26 AM   #50
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Not possible with this engine
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Old 02-25-2017, 08:06 PM   #51
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I'm working on this Turbo but I haven't had much time lately. I'm still working on getting the location of the split. It was easier on the other half. Once I settle on that I need to pretty up the seems. The whole process is fairly simple but there are lots of tweaks that eat up time.

Step One (the easy part)...

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Old 02-27-2017, 11:45 AM   #52
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You could add fog with some texture emitters.



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Old 02-27-2017, 09:17 PM   #53
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Quote:
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You could add fog with some texture emitters.


That's really cool. What map are those from?
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Old 02-27-2017, 10:01 PM   #54
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That's really cool. What map are those from?
They are not. I looked at how dust emitters were made in a few maps and adjusted the texture, spawn rate, rotation and size to give the look I was hoping for.

I will send you the map when I get a moment.

Andrew
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Old 02-27-2017, 10:20 PM   #55
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Yeah, the fog looks awesome!
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Old 02-27-2017, 11:54 PM   #56
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They are not. I looked at how dust emitters were made in a few maps and adjusted the texture, spawn rate, rotation and size to give the look I was hoping for.

I will send you the map when I get a moment.

Andrew
I wonder how they would affect lag.
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Old 02-28-2017, 12:26 PM   #57
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I wonder how they would affect lag.
I had no frame rate drop on my machine. I set the cull distance to about 8000, which is the Distance Fog End setting, and looked right when panning around.

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Old 02-28-2017, 06:02 PM   #58
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That does look really cool, Lag. Does it move or is it more like fog? I didn't like the blowing dust on D-Junk but that's mostly because it was affected by gfx settings. That's the kind of thing that if it's there it needs to be there for everyone with no option to turn it off.

I'm guessing by 8000 you mean 18000? That's the fog distance end on Dria.

btw, there were some blowing-dust type emitters on the original Dria, but on the hills, not the lake.. I think I removed them when editing TMU or maybe Kamek did before me. I found a stray though when doing this sym edit.
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Old 03-01-2017, 08:47 PM   #59
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That does look really cool, Lag. Does it move or is it more like fog? I didn't like the blowing dust on D-Junk but that's mostly because it was affected by gfx settings. That's the kind of thing that if it's there it needs to be there for everyone with no option to turn it off.
They rotate slowly, but do not move. There are 5 or 6 emitters in the river bed, and one I am still adjusting in the lake bed. The river bed ones have 200 particles max.I may tweak it some more, but it seems close as is.

Uploaded to my server and on the redirect, also, here: Link

Also, I set the emitters to always be visible. At lowest settings fog is still present.


Would be interested in performance on other PC's.

Last edited by Lagzilla; 03-01-2017 at 10:59 PM..
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Old 03-02-2017, 01:31 AM   #60
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This is an interesting take on Dria. I would like to see how it affects gameplay, might get the campers off the hills.

In addition Lag, awhile back, I messed around with the SEA maps you had on your server, some of them seemed alright, but I was wondering about taking some of the amphibious vehicles off of them and sticking them into a Dria spring map to see how it played. Then again Dria may already be too big and drawn out to stick amphibious vehicles in.

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Would be interested in performance on other PC's.
Didn't notice any performance issues, then again my SSD, i7 processor, and GeForce GTX 970 seem to do pretty well with 13 year old games.
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