Optimal Height Ranges For Command Mode
Fantasmo
Join Date: 2002-11-06 Member: 7369Members
<div class="IPBDescription">Closest 'x' units/Farthest 'y' units</div> Hi guys just what the topic says.
Suggestions on optimal height ranges for the commander to be able to see his men and click on them without any problems.
From the level you set the commander height; how many unit down can I go before it just get too small; how many units up can I go before I hit the commander's camera.
I hope I'm making myself clear.
Suggestions on optimal height ranges for the commander to be able to see his men and click on them without any problems.
From the level you set the commander height; how many unit down can I go before it just get too small; how many units up can I go before I hit the commander's camera.
I hope I'm making myself clear.
Comments
Overview is nice.
So I make my com view as high as possible taking a look at my r_speeds.
500 and 1000 are nice numbers.
My map goes from -2300 (deepest hole, just one hole boes that deep) to 300 (highest ceeling) and its fine with comm view height 500 and little higher.
If you have a fairly complex marine start, lower the height a little to reduce the r_speeds (which is basically what Ollj said). Also, if your map is fairly cramped (like mine <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->), a lower view is generally better since the commander won't be seeing several rooms at once (<i>more rooms visible = higher commander view r_speeds</i>).