how big can i go with a map how much can i make in it

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vinyl
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how big can i go with a map how much can i make in it

Post by vinyl »

ok moust of u guys make full maps so i am just arsking how big & how much can i put in be for it's just to much for mohaa i am try to make a
BIG multiplayer map wot do u think...
Surgeon
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Post by Surgeon »

It can be as big as the grid of MoH Rad - but be warned, the bigger the map, the more efficient you will have to be or you'll get very low fps
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vinyl
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Post by vinyl »

thanks m8 .ther is so much to lern :)
Surgeon
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Post by Surgeon »

Yup, and even I'm still learning stuff :wink:
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vinyl
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Post by vinyl »

hi surgeon is ther size that u go to so u know that all wil be fine wen the map is conplet coss i dont want to make my map them find out that i have to delete aload of stuff so the map runs good..










maping is for life not just for xmas.. :D
jv_map
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Post by jv_map »

It's a good idea to think of a nice layout before starting to create your map. The size doesn't really matter, it's very important that the player can't see too much. So don't create a lot of long roads, but make as many corners as possible. Remember small things don't block sight efficiently, so you must think of good places where you can use either a structural sky brush or a blind wall to get your map running at all speed possible.
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vinyl
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Post by vinyl »

thanks jv_map i will keep that in mind any more tips like that would be grate i carnt seam to find a site that gos in to detal aboult thing like that so thanks a lot man..
jv_map
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Good documentation

Post by jv_map »

Very good tutorial by TheStorm.
http://www.modtheater.com/forum/showthr ... eadid=4467

It's mainly about detail brushes and you'll need knowledge about that also ;).
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vinyl
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Post by vinyl »

thanks jv_map that was some good reading it helped me a lot nice 1 :)
[-[usf]-] commando
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Post by [-[usf]-] commando »

1 thing i have found out that does matter is the amount of brushes
cause i had hit the max on surfaces b4
aint exactly sure what the max is but other may
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Post by Guest »

"Structural skybrushes"

Would this mean adding some sky textures in front of / behind / around some buildings to cut down on LOS? (Line of Sight that is) For example, take a rectangle, and think of it like a cave with stalagtites(mites? the ones that hang from the roof, I forget), those that poke down help to block LOS, so you don't have the engine drawing long open spaces? Something like that?
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