Ns_submerged
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Join Date: 2003-04-01 Member: 15096Members
<div class="IPBDescription">Need opinions on layout</div> I have started to build the layout for my map. Right now it is pretty basic, but I need input on res node , and hive placement. Also if you see any other places that may cause a problem, or be too much of an advantage for one team to hold. I'd like to avoid any Processings, Cargo bays or Mess Halls <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
It is a fairly large map, but I tested for double siege points and they don't seem like they are a problem. Right now it looks very boxy, but I am going to tweak the rooms and halls alot to fix this. I'm more concerned about the general layout. I will also be adding more vent routes as it progresses, so any ideas for the placement of those would be great.
Thanks
<a href='http://punchyourboss10.tripod.com' target='_blank'>Ns_Submerged Layout</a>
It is a fairly large map, but I tested for double siege points and they don't seem like they are a problem. Right now it looks very boxy, but I am going to tweak the rooms and halls alot to fix this. I'm more concerned about the general layout. I will also be adding more vent routes as it progresses, so any ideas for the placement of those would be great.
Thanks
<a href='http://punchyourboss10.tripod.com' target='_blank'>Ns_Submerged Layout</a>
Comments
Keep up the good work!
Vahn, The long hallway vis below marine start is going to be broken up more by machines and other stuff, I just haven't had a chance to detail that room yet. I was also considering the vent idea before, so it seems like a good idea to me too. A vent in the spawn always keeps the marines on thier feet. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I may add another route from the Communications hive to the right. It seems that would make the Excavation hive a little harder for the marines to cut off from there.
Wrongway, I tested for siege radius and tf placement as best I could using a few cylinders in Worldcraft. The map is pretty large, so it didn't seem to be a problem. To give you guys an idea of the size, a siege cannon will just barely reach the Communications hive from just outside the door to the south of that hive.
I am actually a little worried I made it too big. Running around, it seems like a good size distance wise between places, comparable to ns_nothing or ns_caged, but I am running out of texture memory fast, and I haven't even started to detail 3 quarters of the map. It dosen't seem like I have used a lot of did\fferent textures either, but it says that I am at 3.82mb already!
R_speeds in most of the places I have detailed are still pretty good though, and I plan on doing some reduction methods when I am finished adding things anyway. I may even try to tackle hint brushes, but they seem complicated. :/
What exactly uses up texture memory? Does any brush with a texture count toward the limit, or is it just different textures used that make it increase? If I cover the brush faces outside the level with a black texture will that free up some texture memory?
Anyway, It's way too late here on the East coast and I was so exhausted today at work, I looked down a long hallway and though to myself, "Man, that's not good for R_speeds, I should put something there to block it."
Worldcraft on the brain I guess!
Thanks again-
From what I understand (correct me if i'm wrong, anyone, coz I frequently am)...
Total texture memory usage is build up from each of the textures you use, regardless of how many brushes use each texture. Therefore if you use 100 brushes with one texture, and 1 brush with another texture, the total texture memory is those two textures added together.
Which is why, on your map, you don't want to go using massive 256x256 textures on your tiny handrail.