Catastrophe in Copenhagen
Why don't you have a try at it yourself? ... Granted you will not be able to model the mermaid with not prior experirence, but the rest I'm sure with a little hard work and determination you can manage (no one expects a masterpiece) ...
I'm afraid you'll find that most people who did map for the games have moved on ... so I'm afraid you won't have any takers.
Also ... if you do attempt it some advice ... you have a straight clear path from base to base ... not only is that going to hurt gameplay but the performance of the level as well. The engine will have to be drawing the entire map ... put some buildings on the sides and some in the middle (make it more maze like).
All the docs have a section on optomization in levels ... read that and understand it before even attempting to draw out an outline for a level. Not trying to discourage you but ... nothing is worse than spending days / months on a level that runs like crap and no one enjoys playing ... just trying to save you from that is all ...
I'm afraid you'll find that most people who did map for the games have moved on ... so I'm afraid you won't have any takers.
Also ... if you do attempt it some advice ... you have a straight clear path from base to base ... not only is that going to hurt gameplay but the performance of the level as well. The engine will have to be drawing the entire map ... put some buildings on the sides and some in the middle (make it more maze like).
All the docs have a section on optomization in levels ... read that and understand it before even attempting to draw out an outline for a level. Not trying to discourage you but ... nothing is worse than spending days / months on a level that runs like crap and no one enjoys playing ... just trying to save you from that is all ...
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- Belladonna
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There's alot of things that can hurt performance in a map. Big open areas are usually the biggest downfall (especially for new mappers) ... It's not the size of the area but what's in the area that matters. The more surfaces (or polies) the engine sees the more it draws. You can have a huge area as long as you don't have alot of details in the surroundings. You can block visibility (vis) with walls, fences, cliffs (brushes) and you can hide vis blocking brushes behind these things ... using that alot of outdoor areas are really (as far as the engine is concerned) just a bunch of connecting rooms ... to the player of course they don't see rooms.Belladonna wrote: So you're saying having a large open map causes performance problems, Spydave? Or am I misunderstanding you?
There's so much info about optomizing levels in the docs I wouldn't want to go through it all but basically the principle is ... you don't want alot of polies in one place ... even a small area (highly detailed) with alot of polies can hurt performance a bigger area just has more potential to get filled with detail. Also ... you have to take into account the player models that will be in the game ... the engine has to draw those as well ...
- Belladonna
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The high cliff walls will help with vis blocking ... also I know Fats used vis blocking brushes in his map ... alot of things work together to help performance. Basically the engine does some vis blocking on it's on ... alot the developer needs to setup so the engine knows what to draw and when ... and all these depend largely on map layout design ...
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