map big?

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[-[usf]-] commando
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map big?

Post by [-[usf]-] commando »

HOW BIG IS TO BIG 4 A MAP?
as my map is bout the size of the mohradiant squares
dooguesgoober4
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Post by dooguesgoober4 »

I do not think there is a limit to how large a map can be....although i believe there is a limit to how many entities you can put into a map, plus if the map was that large....the compile time would be incredibly long!
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seere
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Post by seere »

Well that certainly is big!
The size of the grid is around about 16000x16000 and as around 16 units = around 1ft, your map would be roughly 1000ft sq in real terms.
I personaly think its to big but iv'e never played on a map that size so best of luck.
The map im currently on is around 6500x4500 and would be plenty big enough for upto 20 players i would say.
Good luck.
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[-[usf]-] commando
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Post by [-[usf]-] commando »

i have a map built that big atm
am working on it to get it finished
i have it in pk3 format in test format only but works good
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-=[BAD]=-dodgerman[CL]
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Post by -=[BAD]=-dodgerman[CL] »

only problem is with a large map is server slow down, if you don't use vis and details the engine will be drawing everything from your map, this will cause serious pc lag issues for low end users, even those with high end machines may struggle. Look at how many different textures you have used and try to keep it to a limit, as pointed out, entities could cause another issue, i.e explosions would drag it right down. a good idea for a large map would be, not so much large but depth, if you had split levels the vis option would be easy, i.e level one would not draw level two etc.
kind of an underworld map, just a thought.
lizardkid
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Post by lizardkid »

do check out the tut on areaportalling, i know v2 is my favorite map, and its the fastest ive played too.
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blue60007
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Post by blue60007 »

Right, it shouldn't be too big as long as you do a VERY good job on designing the VIS. Also make sure your vis data doesn't get too big, I think its 2MB or so, anyone??? vis_leafgroups would also be a necessity.
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