map perimeters
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map perimeters
I have a simple question. What is the average size in units of a map?
Last edited by war6402 on Thu Aug 19, 2004 11:41 pm, edited 1 time in total.
this varies. it's a brod question, depends on whether you are talking SP, MP, then you have obj, DM, then you have the amount of ppl you want it for, the design, etc.
SP you'd have how long the level is, how good you are at scripting lengthy events, etc.
also depends on how fast you machine is and how much time you're willing to burn waiting for the map to save and load in Radient, even in MOHAA.
i've never completed an actual level worth playing out (i do exclusive SP levels) so i can't tell you.
SP you'd have how long the level is, how good you are at scripting lengthy events, etc.
also depends on how fast you machine is and how much time you're willing to burn waiting for the map to save and load in Radient, even in MOHAA.
i've never completed an actual level worth playing out (i do exclusive SP levels) so i can't tell you.
map
For your first one, keep it small--say 2000 - 4000. There are example maps in the docs folder.
I am makin them for the server i play on all the time. which is a sh ffa n ft and a bt ffa with 16 or lest people. the one i started is 1152 units high by 2200 units square. is that big enough for my first one. all i wana get in it is a coulple buildings. and after i do that one i want to make a pretty good sized one for the servers admins. any ideas will help
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panTera
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In radiant there's the option to see the grid 'blocks', View>show blocks. One block is 1024x1024. For instance mohdm6 fits entirely in 3x4 blocks, but remember that mohdm6 is not one big open space.
Usually you'll need some extra space to make convincing borders like treelines and outer walls, but it's better to expand later on than to start off way too big.
Usually you'll need some extra space to make convincing borders like treelines and outer walls, but it's better to expand later on than to start off way too big.
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granades
The ideal map has a central "fighting area" with many different paths to get there for both teams. The distance between the spawn points to the center should be the same for both teams--to make it fair. An underground path is always a plus too, and it can also have a central fighting chamber.
You should provide cover for player all around the map, but the spawn points need it the most. One good way to do that is the have the areas walled off and allow only one way traffic over the wall--players can not normally jump higher than 72, but they can use a "buddy boost" to go higher. The spawn areas also need to be protected form snipers.
If your map has ladders, put a "common/playerclip" textured brush at the base of it--just below the ground surface. Doing that, stops "land sharking".
The top of your sky box must be high enough so that granades, thrown from the highest point players can go, do not vanish into the void.
Hope something in all that helps!
You should provide cover for player all around the map, but the spawn points need it the most. One good way to do that is the have the areas walled off and allow only one way traffic over the wall--players can not normally jump higher than 72, but they can use a "buddy boost" to go higher. The spawn areas also need to be protected form snipers.
If your map has ladders, put a "common/playerclip" textured brush at the base of it--just below the ground surface. Doing that, stops "land sharking".
The top of your sky box must be high enough so that granades, thrown from the highest point players can go, do not vanish into the void.
Hope something in all that helps!
Re: granades
nice tiptltrude wrote:If your map has ladders, put a "common/playerclip" textured brush at the base of it--just below the ground surface. Doing that, stops "land sharking".
