Unturned
The Frontier
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Spebby 2020 年 1 月 1 日 下午 3:14
Critique (Probably outdated)
This post was originally from January 1st of 2020. I was pretty harsh in the original post, so I've gone through and toned down my language as of the 8th of April 2021.

From what I've seen from this map so far, It's a map with a lot of cool concepts, with poor execution. The map runs terribly from what I've seen, at that is most likely due to the spamming of water volumes, when only 1 or 2 would have sufficed. The same goes for Hole volumes. For context. The way hole volumes and water volumes work, is that every single one checks every tic to see if a player is inside of one, if a player enters a hole volume collision for the ground is removed, if a player enters a water volume, water physics are given to the player. Having so many adds quite a lot of strain, Unturned already has a really hard time with optimisation, so adding this extra strain isn't a good idea.

As for the issues you're having, the water issues are caused by how Unturned renders water, especially water volumes, normally these issues would never be encountered on a regular map size, however, Insane maps pushes what the game can render, which is why it was removed from the game in the first place. The railway trench has "wonky physics" due to it using hole volumes.

This map gives me a ton of nostalgia for the early days of Unturned map-making, where people were just starting to pick up the editor, and when compound was just starting to become a widely accepted map-making technique, as no one really knew how to make custom assets at that point. Locations like Krepost Military Base and the mountains around USS Borealis remind me of locations that I wanted to make back when I was just picking up map making. Some locations, like Yastreb International, have some pretty cool ideas, the gravel runways are a nice look, I might experiment with something like that in future projects. The train line running through the middle of the runway, while unrealistic and 100% a safety hazard, is really cool.

Speaking of the mountains around USS Borealis, the boulder work on those mountains doesn't look very good. The boulder work on the majority of the map doesn't look very good. You've taken to flattening boulders and resizing them into balls, and only using said boulders, instead of using some of the more jagged boulders, like 8, 2 and 3. The material use on this map is all over the place as well, "Farm" randomly shows up on mountainsides, riverbanks, and even under said rivers.

Port Lisa having the curved dock is also pretty cool. Imperiya Bridge is also nice, I've wondered why we haven't seen large bridges in Unturned before, and looking at it here it's become somewhat apparent. Unturned doesn't really have a ton of large roads or large cities, a bridge like this looks out of place in a vanilla Unturned setting. The compound on the bridge is actually fairly good, so props for that.

The pipelines around the map render out super quick due to how object LODs and scaling work, they render out almost immediately if you get even a little bit away. Scaling doesn't resize the object's LOD.

There are a ton of random locations all over the map that just lead into the void, and exist for no apparent reason. There isn't anything inherently wrong with random small locations, but try to consider why they're there.

As for some of the issues people are having, with random holes to the void, and floating objects, it's most likely caused by them not having the required Greece, Hawaii and Canyon assets installed.

Speaking of Canyon assets, I'd avoid using them, as all of the objects lack "Nav" colliders, these colliders are what dictate animal/zombie pathfinding, without them, zombies/animals will just walk through the objects. The Canyon assets were never created with the intent to be used anywhere outside of the map they were made for, which is why they don't have Navmeshes.

You've already stated that you don't want to pick up Blender so you can add custom content, so I won't try to persuade you. As for it causing more problems, it really wouldn't unless you monumentally messed things up, though, for this project, it'd be best to not go around and replace all of the compound imo, you'd want to start fresh if you're using custom content, and you wouldn't want to be creating it for an insane sized map, that would take far to much time for what it's worth.

This map feels like a relic from 2016, and I can appreciate that.
最后由 Spebby 编辑于; 2021 年 4 月 8 日 下午 12:58
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Tankz745  [开发者] 2020 年 1 月 1 日 下午 9:10 
Oh man, thanks for going through all the trouble of writing this. I'll try and respond best I can here.

1. I understand what you mean by atrocious execution, while i'm far from being a professional mapper and I agree that this needs some improvement. The map runs well enough for me on my end 30+ frames pretty much everywhere except for Stanislav and Krepost, I get around 25 around those. I understand this isn't exactly playable for a big gunfight though.

2. Yeah, now that I think about it more it does kinda feel like a map from back when people just started making maps. I didn't make anything that i'm proud of back then though. Glad you thought Yastreb's runways look nice, and the port. Actually, a rail line across a runway exists somewhere in New Zealand I believe.

3. Yes, my work with placing boulders SUCKS, I'll admit. It used to look even worse though...
The map is intended to used the setting that gives the ground materials a gradual transition, (Forgot what the setting is called) I just personally think it looks better.

4. Imperiya Bridge was one of the first compound models on the entire map, I just wanted a giant suspension bridge to cross the gap, so I build my own. There was an even larger bridge planned though, but I scrapped the idea for just being TOO big.

5. Yep, the pipeline sucks, I agree. I'll look into fixing it when I get back to my desktop.

6. I don't know about locations leading into the void, I placed some random things to try and spice up the areas between larger locations, but I didn't know you could exploit them like that.

7. I don't remember using anything with the Canyon assets for major locations with zombies. I know the giant bridge up north uses them, but I don't recall that having any navmeshes. Might be something I missed though, it wouldn't surprise me.

Again, thanks for the Critique. I'll see what I can do when I get back from vacation regarding fixing things. While I haven't seen any major servers running the map, I'll really like to get those holes under the map fixed before someone runs a server with this...
Spebby 2020 年 1 月 1 日 下午 9:18 
引用自 Tankz745
Oh man, thanks for going through all the trouble of writing this. I'll try and respond best I can here.

1. I understand what you mean by atrocious execution, while i'm far from being a professional mapper and I agree that this needs some improvement. The map runs well enough for me on my end 30+ frames pretty much everywhere except for Stanislav and Krepost, I get around 25 around those. I understand this isn't exactly playable for a big gunfight though.

2. Yeah, now that I think about it more it does kinda feel like a map from back when people just started making maps. I didn't make anything that i'm proud of back then though. Glad you thought Yastreb's runways look nice, and the port. Actually, a rail line across a runway exists somewhere in New Zealand I believe.

3. Yes, my work with placing boulders SUCKS, I'll admit. It used to look even worse though...
The map is intended to used the setting that gives the ground materials a gradual transition, (Forgot what the setting is called) I just personally think it looks better.

4. Imperiya Bridge was one of the first compound models on the entire map, I just wanted a giant suspension bridge to cross the gap, so I build my own. There was an even larger bridge planned though, but I scrapped the idea for just being TOO big.

5. Yep, the pipeline sucks, I agree. I'll look into fixing it when I get back to my desktop.

6. I don't know about locations leading into the void, I placed some random things to try and spice up the areas between larger locations, but I didn't know you could exploit them like that.

7. I don't remember using anything with the Canyon assets for major locations with zombies. I know the giant bridge up north uses them, but I don't recall that having any navmeshes. Might be something I missed though, it wouldn't surprise me.

Again, thanks for the Critique. I'll see what I can do when I get back from vacation regarding fixing things. While I haven't seen any major servers running the map, I'll really like to get those holes under the map fixed before someone runs a server with this...

I'm glad you took this so well! If I had received something like this I would have gotten really defensive. As for fixing the pipeline, you really can't fix it without making a custom model. A cylinder with 8 vertexies and high smoothing would work.
Tankz745  [开发者] 2020 年 1 月 1 日 下午 9:29 
Nah, me getting all defensive won't solve anything for either of us. As for the pipeline, I had the thought to just scale the Greece metal beams into a rough cylinder. Don't know how well that'd work though.
LightlySalted 2020 年 4 月 29 日 下午 12:27 
Not to bother, but I was wondering if i could edit and re-upload this map with modded item drops and spawns.
Spebby 2020 年 4 月 29 日 下午 12:28 
引用自 Salty
Not to bother, but I was wondering if i could edit and re-upload this map with modded item drops and spawns.
dog you're off topic as hell, this isn't the place to ask that.

And the answer to your question is likely no.
最后由 Spebby 编辑于; 2020 年 4 月 29 日 下午 12:29
PentaSquares 2021 年 4 月 8 日 上午 8:45 
The secret site 81(?) has no enemies in it.

I don't know if adding enemies would be good as it's still pretty terrifying without enemies.

so many corners, so little light, who knows what might be behind the corner.

It just plays with human's fear of the unknown.
PentaSquares 2021 年 4 月 8 日 上午 8:48 
some parts of the map lack loot and enemies, I believe the Borealis has been placed twice, as I get some overlay graphical issue or something when in it. When I open a door I have to open it twice, so it is likely that you placed it twice.
Spebby 2021 年 4 月 8 日 下午 12:50 
reading over this again i kinda feel bad cuz i was over the top with my language, huge props to the map maker for taking my rudeness.
Tankz745  [开发者] 2021 年 4 月 8 日 下午 6:26 
@Spebby Don't worry about it, I'd just say you were honest and maybe a bit blunt, but I wouldn't call it rude.

@PentaSquares I wanted to include zombies in Site 81, but since it's a true underground location any zombie spawns I put down there will actually only spawn them outside above the facility. Krepost base isn't actually truly underground, it's a giant trench that I built the base and tunnels over so the zombie spawns for the 'underground' sections mostly work. Not sure about the Borealis though, I'll take a look.
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