This is a great experimental map! Utilizing Unreal Engine 4 opens up a lot of possibilities for maps in the future.
I was also getting a steady 120 fps with OpenJK and Rend2 enabled. I'm using a GTX1070 with an i7 7700k and 16Gb of RAM.
After testing the map, I looked at the pk3 file to see why the file size was so large. It looks like several of the textures are 20Mb+. Using the "om_bridge.jpg" as an example, sizing it down in Photoshop to 2048x2048 and saving it reduces the file size to about 1-3Mb. I don't think you would notice much of a loss in image fidelity at 2K and it would significantly reduce the amount of VRAM needed and likely have the map perform better on a greater range of devices. It may even allow the packaged pk3 file to be closer to ~200Mb or less.
Looking forward to see where you take this and other experimental maps in the future! I would be interested in seeing your workflow if you ever made any tutorials on the subject.
I think in oasismesa.mtr you should use ormMap keyword rather than rmoMap. In your textures (at lease a few I checked) red channel contains ambient occlustion, green is roughness and blue is metallic.
Upd.
om_hexagonrock_r, om_impcargo_r, om_impcrate_r, om_radar_r should be rmoMap
om_sand_r, om_rocks_r are plain roughness textures
others are ormMap
Based on a test I am planning on doing, this is pretty impressive, but I'll get to the meat of this review.
Pros:
Gorgeous Detail
Custom Music
The concept itself
The awareness of it's features
Cons:
The bot tends to off themselves, no offense
Overall. You get a 5/5 from me, despite my one knock against this map.
Oasis Mesa is an island in the middle of a vast and unforgiving sea on a hostile world. With a mysterious door, and equipment surrounding it from an attempt to break inside, the Empire's former interest in the island is apparent - but what is unclear is where they are now, or if they left on their own terms. Explore the mysteries of Oasis Mesa, and defeat anyone who might try and stop you from learning its secrets.
This duel map is an experiment in porting a level created in Unreal Engine into Jedi Academy, with the goal of modernising the way maps are made and can look. It is also Rend2 compatible, with PBR shaders for most textures in the level. I created the map entirely in Unreal Engine 4, exported the meshes and textures to Blender to prepare them for Jedi Academy, and then did the final assembly in NetRadiant. This meant minimal time spent in NetRadiant, and minimal brushwork. If you play this map, please let me know in the comments what performance you get on yours specs, so I can see how viable this method is. Personally, I've been getting a stable 120 fps in OpenJK, with Rend2 enabled, on my GTX1650.
Features:
- High poly optimised models with PBR shaders (if using Rend2 in OpenJK)
- Limited Bot route support
- Arena file for menu support
- Custom soundtrack created specifically for this map