KungFuSquirrelBasher of MuttonsJoin Date: 2002-01-26Member: 103Members, NS1 Playtester, Contributor
<!--QuoteBegin--Gun_Sgt_Hartman+Feb 12 2003, 07:23 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gun_Sgt_Hartman @ Feb 12 2003, 07:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I have stuck with a theme myself, yet I can't bring myself to plaster the same 10 textures all over everything. It doesn't take long for that style of mapping to get bland and boring, for both the mapper and the gamers. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> ns_eclipse (version 1): 100 individual unique textures, 3 megs of texture memory.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><b>Natural Selection Mapping Guidelines</b> Also, Natural Selection maps should not use more then about 4MB of textures. If a map uses slightly more then 4MB, it won't be excluded from "official" consideration, but it could lower it's chances. <b>This limit will likely be increased in the future.</b><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
The future is now! Or not. We'll see I guess.
My motivation here is pretty clear-cut and up front: I believe that more textures equals more flexabillity in creativity and more vibrant and detailed maps. Why are you opposed to that?
KungFuSquirrelBasher of MuttonsJoin Date: 2002-01-26Member: 103Members, NS1 Playtester, Contributor
I believe that creative and efficient use of textures is just as flexible. Having a 1x1 pixel texture for every possible color would give you flexibility, vibrance, and detail as well.
There's studios that have fired level designers on the basis of who asks for the most textures - the ones that stay employed are the ones who take what they're given and keep finding new ways to use them. Good textures should rarely have only 1 application.
Comments
OOPs! Did I just *BUMP*?
GSH
and the 4mb limit should stay.
ns_eclipse (version 1): 100 individual unique textures, 3 megs of texture memory.
You can get a lot of textures into 4 megs.
Also, Natural Selection maps should not use more then about 4MB of textures. If a map uses slightly more then 4MB, it won't be excluded from "official" consideration, but it could lower it's chances. <b>This limit will likely be increased in the future.</b><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
The future is now! Or not. We'll see I guess.
My motivation here is pretty clear-cut and up front: I believe that more textures equals more flexabillity in creativity and more vibrant and detailed maps. Why are you opposed to that?
GSH
There's studios that have fired level designers on the basis of who asks for the most textures - the ones that stay employed are the ones who take what they're given and keep finding new ways to use them. Good textures should rarely have only 1 application.