The Never Ending map.
Moderator: Moderators
The Never Ending map.
Would it even be possible to make a map the entire size of the grid oin Moh Radient? Prefab After prefab? Mountian after Mountian? Wonder what the load time would be for that. Wonder what the FpS Would be?
Well, I've got a few maps that use about 60-80% of the potential area. The last one is huge (Streets of Stalingrad-2) and uses a good 80% of the grid. Depending on your machine, it will crank out 70-100+ FPS throughout. It's all in using VIS groups. It compiles in about 25 minutes. And, no pre-fabs. All original brush work. Just takes time.
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Daniel Radcliffe
- Second Lieutenant
- Posts: 168
- Joined: Fri May 30, 2003 9:49 am
Well, if you are up to the challenge, you can install VIS leafgroups in it. That alone is like making a new map sometimes. You can spend dozens of hours adjusting the VIS blocks, compiling, checking, cursing, and re-targeting and such over and over. I've gone days in that cycle just trying to squeeze out 5% more FPS. Even the largest map can run fast IF:
1. it's well designed...i.e. no sloppy brush work;
2. it uses VIS groups properly; and
3. you have the time and patience to make it as near perfect as possible.
Smart use of structural vs. detail brushes is necessary too. Lots of threads and help here about that.
1. it's well designed...i.e. no sloppy brush work;
2. it uses VIS groups properly; and
3. you have the time and patience to make it as near perfect as possible.
Smart use of structural vs. detail brushes is necessary too. Lots of threads and help here about that.
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Krane
- Lieutenant General
- Posts: 782
- Joined: Sat May 31, 2003 4:18 pm
- Location: California, USA
- Contact:
These guys have a good tutorial on VIS groups:
http://www.planetmedalofhonor.com/rjuka ... group.html
Hope it helps.
http://www.planetmedalofhonor.com/rjuka ... group.html
Hope it helps.
- williewisp
- First Lieutenant
- Posts: 208
- Joined: Fri May 16, 2003 1:10 pm
- Location: ireland
Well, less can be more, but in the mapping world, it usually isn't. The secret, in my opinion to making a large map enjoyable AND playable, is giving the players a map that the battle can flow through. From one end to another. You need at least three distinct areas that require some different tactics or even weapon choices and at the same time give the player a feeling of progression or retreat... There is a certain 'awe' factor that can go with a big map. Like the typical 'WOW, it's big'. 'Well, yeah, it is. And no, it doesn't lag out.'. Those are hopefully two responses you'd hear.
The downside to big maps is that you generally need a decent number of players to make it 'play' right. You just have to organize the layout to enhance use of the whole map...although that will vary from round to round based on players and such.
The downside to big maps is that you generally need a decent number of players to make it 'play' right. You just have to organize the layout to enhance use of the whole map...although that will vary from round to round based on players and such.
