Map Information (solids, Faces. Etc)
Fantasmo
Join Date: 2002-11-06 Member: 7369Members
<div class="IPBDescription">Maximum and Suggested Numbers?</div> I was wondering about the statistics displayed in the <b>Map Information</b>.
What is the maximum for;
<b>Solids</b>
<b>Faces</b>
<b>PointEntities</b>
<b>SolidEntities</b>
What are the suggested numbers of each?
I'm in the initial conceptual stages of my map. My plan is to lay down the basic architecture for each of the major areas (Marine Start/Hive Rooms/Junctions), then lay down the minor areas (Node Rooms/Strategic Rooms), and then the hallway areas.
By basic architecture I mean the walls, ceilings and major features of the room. I have not textured or detailed anything. My goal is to put together a bare-bones, minimal detail version of my map to look at how my map plays, and the times and distances to all the important points of the map. My friends in the industry has really got me interested in the gameplay dynamic of a map (I call it "Gameplay Theory").
Anywho if you could give me a ballpark figure of what my numbers should look like it would be of great use to me!
-
BTW currents I have laid down the Marine Spawn, 1 Hive Room, and 1 Major Junction and my Map Information is at:
<b>Solids</b>: 147
<b>Faces</b>: 962
<b>PointEntities</b>: 16
Thanks all!
<i>I apologize in advance if this has been asked before.</i>
What is the maximum for;
<b>Solids</b>
<b>Faces</b>
<b>PointEntities</b>
<b>SolidEntities</b>
What are the suggested numbers of each?
I'm in the initial conceptual stages of my map. My plan is to lay down the basic architecture for each of the major areas (Marine Start/Hive Rooms/Junctions), then lay down the minor areas (Node Rooms/Strategic Rooms), and then the hallway areas.
By basic architecture I mean the walls, ceilings and major features of the room. I have not textured or detailed anything. My goal is to put together a bare-bones, minimal detail version of my map to look at how my map plays, and the times and distances to all the important points of the map. My friends in the industry has really got me interested in the gameplay dynamic of a map (I call it "Gameplay Theory").
Anywho if you could give me a ballpark figure of what my numbers should look like it would be of great use to me!
-
BTW currents I have laid down the Marine Spawn, 1 Hive Room, and 1 Major Junction and my Map Information is at:
<b>Solids</b>: 147
<b>Faces</b>: 962
<b>PointEntities</b>: 16
Thanks all!
<i>I apologize in advance if this has been asked before.</i>
Comments
What is the maximum for;
<b>Solids</b>
<b>Faces</b>
<b>PointEntities</b>
<b>SolidEntities</b>
What are the suggested numbers of each?
I'm in the initial conceptual stages of my map. My plan is to lay down the basic architecture for each of the major areas (Marine Start/Hive Rooms/Junctions), then lay down the minor areas (Node Rooms/Strategic Rooms), and then the hallway areas.
By basic architecture I mean the walls, ceilings and major features of the room. I have not textured or detailed anything. My goal is to put together a bare-bones, minimal detail version of my map to look at how my map plays, and the times and distances to all the important points of the map. My friends in the industry has really got me interested in the gameplay dynamic of a map (I call it "Gameplay Theory").
Anywho if you could give me a ballpark figure of what my numbers should look like it would be of great use to me!
-
BTW currents I have laid down the Marine Spawn, 1 Hive Room, and 1 Major Junction and my Map Information is at:
<b>Solids</b>: 147
<b>Faces</b>: 962
<b>PointEntities</b>: 16
Thanks all!
<i>I apologize in advance if this has been asked before.</i><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Solids (brushes?) - there isn't really a conceptual limit here (compiler limit is 8192), but additional brushes usually will raise the numbers that do matter.
Faces - the primary concern here isn't total faces so much as number of faces visible at a given time... for commanders the numbers are 1000max / 700avg, for everybody else it's 700max/500avg. To check the number, play your map and set sv_cheats to 1 and r_speeds to 1 in the console in that order. The w_poly number gives world polygons, which is what the numbers above apply to. The numbers won't be accurate until you've interconnected all of your rooms.
Solid + Brush entites must sum to under 500 for a 1.0x map. The rules are different for 1.1 -- (Solid entities + Brush entities - Spawns - info_locations) < 400.
Solids (brushes?) - there isn't really a conceptual limit here (compiler limit is 8192), but additional brushes usually will raise the numbers that do matter.
Faces - the primary concern here isn't total faces so much as number of faces visible at a given time... for commanders the numbers are 1000max / 700avg, for everybody else it's 700max/500avg. To check the number, play your map and set sv_cheats to 1 and r_speeds to 1 in the console in that order. The w_poly number gives world polygons, which is what the numbers above apply to. The numbers won't be accurate until you've interconnected all of your rooms.
Solid + Brush entites must sum to under 500 for a 1.0x map. The rules are different for 1.1 -- (Solid entities + Brush entities - Spawns - info_locations) < 400. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Thanks Cagey! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Sound like what I should do is continue to build the basic layout and architecture of my map, connect everything and <i>then</i> test for world polygons.
I'll keep at it. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Mapping is such a fun hobby. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->