Commentary for ATW2
Ultra
Quality Issue: To reduce file size I'm only supplying the compressed
versions of the diffuse/specular maps which the game ignores when in
Ultra Quality mode. If you don't want to drop down to High Quality,
type this on the console: "image_useprecompressedtextures 1" and reload
the map.ed.
This
map is sort of an homage to Hexen and Quake 1 with its medieval design
and autumn motif but it is set during the Strogg invasion of Earth
around 2065.
After ATW1 I wanted to design an outdoors map that
didn't require a NASA computer to run so my goal was 60fps locked at
1024 x 768 @ High Quality on my old Pentium 4 3.2C with a X850 XT PE so
that people with older machines could dial down the quality settings
but still enjoy reasonable performance.
This goal was met but in
some areas, like the courtyard with the broken tower (first screenshot
on the left) gave me a little problems because there're too many
polygons in view. I ended up cutting quite a bit of detail from
"scenery" architecture and having to manually disable shadows on
geometry that would never cast them.
The DOOM 3 engine does have
a compiler optimization for this but it's not perfect so some degree of
manual optimization was required.
The original version of this
map didn't have any jump pads but with v1.3 id Software either removed
or broke ladders in multiplayer. I waited until May 2007 for a fixed
patch but I couldn't wait any longer so I went ahead and replaced all
ladders with jump pads. (as an example of a ladder check the rope on
the well).
This did end up changing the dynamics of the map
quite a bit, making it faster paced and more arcadey than what my
original plans called for. Again, I used water extensively but unlike
atw1 I removed all geometry mirroring to improve performance.
This
map uses a terrain for the skybox with a unique texture that makes the
mountains look really good. I've also used texture projection for the
tree canopy shadows which gives you soft shadows.
Although QUAKE
4's ambient lighting is superior to DOOM 3's it's still a royal pain to
get it to work just right when you have this type of map. Because of
this you may notice some black lines running across geometry in a
couple of places. I could remove this artefact at the expense of HALF
the framerate. I figured most people prefer 30fps more and deal with a
few black lines.
Another QUAKE 4 feature I used a lot to improve
performance was distance-based visportals. In a couple of places I was
perhaps too agressive in the distances but my performance goal required
it.
Ireally enjoyed working on this map, especially for
reminding me of my Hexen map making days, until I had to deal with all
the ambient light artefacts. If you ever want to build a hybrid
indoors/outdoors map I urge you to stay the heck away from ambient
lights! This is the primary reason why most buildings are square-ish,
otherwise the black line problem would be much more visible.