Author Topic: NEW MAP: Barnyard (in development)  (Read 3942 times)

Apocalypse

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Re: NEW MAP: Barnyard (in development)
« Reply #20 on: July 20, 2007, 12:45:32 PM »
You have to look at the wpoly, the epoly's could be 20000 on each small maps, if there are many entities or players.
Wpoly was still really, really high.

Zorchenhimer

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Re: NEW MAP: Barnyard (in development)
« Reply #21 on: July 20, 2007, 04:28:27 PM »
Can't believe no one has said it yet. Light it!!

magalhaes

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Re: NEW MAP: Barnyard (in development)
« Reply #22 on: July 20, 2007, 04:43:40 PM »
There is no light and i would think that there is also no vis. Light your map, do final compile and the r_speeds should be lower.
o_O
:P

Zorchenhimer

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Re: NEW MAP: Barnyard (in development)
« Reply #23 on: July 20, 2007, 04:46:42 PM »
... So I just scanned it.

jitspoe

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Re: NEW MAP: Barnyard (in development)
« Reply #24 on: July 25, 2007, 05:42:46 PM »
Before releasing a beta, the map needs to be more complete, and at the very least vised and lit.  Open maps do not work very well with this game engine.  Even after vis, the r_speeds will still be really high (if vis ever completes).  There is simply nothing blocking visibility from different areas of the map.  I'll take a look at it after it's properly compiled.

cusoman

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Re: NEW MAP: Barnyard (in development)
« Reply #25 on: August 16, 2007, 08:33:53 AM »
you need to fix the latters, bots will be climbing up the wrong side.
i think this map could be fun. to lower the r_speeds i suggest shortening the map and put lots of haystacks in the field, then with vis r_speeds would lower cause you wouldnt load whats behind the haystacks.


jitspoe

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Re: NEW MAP: Barnyard (in development)
« Reply #26 on: August 16, 2007, 06:01:21 PM »
Haystacks probably won't block vis, unless you're thinking of massive walls of them.