A couple things I'm curious about is exactly how this is setup and how far it increased load times? Naturally you'd have a the core level it's taken from gutted and saved out as a menu map. Keeping only the components and key areas that are required to be visible. If you ever wanted to go a bit more in depth, you could have a camera path track like what Unreal Gold's menu used for a flying camera. Maybe a bit of nostalgic flare!
many years ago i opened this map in unrealed.
This is not based on a original map. Its a small map with several rooms with some camerapoints. The playerview follows a timescript and camera. And in every room there is a eventrigger.
Thievery ut is a mod for unreal tournament 1 and That game starts with a flyby. So they used that mechanism in their own map (and changed the value of "LocalMap=" in unrealtournament.ini)
The user doesnt feel the loadtime of the map, because the map is starts directly to load when the engine is loaded.
To create something like this in TDM and measure it, start tdm with de +map argument. (or add a line in autoexec.cfg, that opens a map using the map command)
It would be nice that someone find something to avoid the "press attack to start mission"-popup.
Edited by freyk, 23 March 2017 - 08:37 AM.