The Never Ending map.

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BiG_HeaD
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The Never Ending map.

Post by BiG_HeaD »

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?
Slyk
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Post by Slyk »

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.
Daniel Radcliffe
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Post by Daniel Radcliffe »

I have 1 that uses about 99% of the area in lengthxwidth, but not in hight, although it does use alot of space.

And yes its a very large map, and almost unplayable as mutliplayer as its ti vast.
Slyk
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Post by Slyk »

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.
BiG_HeaD
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Post by BiG_HeaD »

Explain To me what a Vis Block and Vis Group is?
Krane
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Post by Krane »

These guys have a good tutorial on VIS groups:

http://www.planetmedalofhonor.com/rjuka ... group.html

Hope it helps.
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BiG_HeaD
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Post by BiG_HeaD »

man, thats some stuff i never though of.
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williewisp
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Post by williewisp »

you'd be doing well to make a map that uses 100% of the grid,

did ya ever hear the saying "less is more" (if done right of course)
it's not a time for thinking its a time for drinking!
Slyk
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Post by Slyk »

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.
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