.ns_complex
Ollj
our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
<div class="IPBDescription">no its not dead.</div> Just want to say that ns_complex is not dead.
Im continuing my work on it actually reducing the oversized parts of the map to normal size, completely renewed (and simplified) the ready room to fit more and onos sized players adding more detail all over.
Its a huge map basicly like ns_hera but everything twice as big, just look at the minimap <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
The plan is to add doors all over the map that open during time (or weld to open) for shortcuts and new paths.
Is 8000 epoly in marine spawn too much for the commander (its all func_seetrough)?
Im continuing my work on it actually reducing the oversized parts of the map to normal size, completely renewed (and simplified) the ready room to fit more and onos sized players adding more detail all over.
Its a huge map basicly like ns_hera but everything twice as big, just look at the minimap <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
The plan is to add doors all over the map that open during time (or weld to open) for shortcuts and new paths.
Is 8000 epoly in marine spawn too much for the commander (its all func_seetrough)?
Comments
I've read someplace that 2.5k is the recommended amount for everyone... so... 8k might kill a large number of f/s...
And a lot of welder interactivity is always cool, although don't over do it... (would be kinda cool if healspray or spit could work some weld points too...)
r_speed peaks are 600
None of your e_poly count is due to func_seethrough brushwork.
func_seethrough, and all other brush-based entities, <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=37411&st=9' target='_blank'>don't contribute to e_poly</a>--they contribute to w_poly. Only models loaded from .mdl files and currently displayed on the screen are responsible for this number.
Also, look at the bottom of the mapping guidelines for how e_poly should be measured -- unless you've got 10 res nodes in the room, you're using the information incorrectly. Only models that the mapper places are being considered for the limit (<a href='http://www.natural-selection.org/Mapping_Guidelines.html#Appendix_A__Baseline_E-Polys' target='_blank'>Guidelines Appendix A</a>). Otherwise, how would you plan on keeping the total e_poly down if the commander decides to build a massive turret farm? (correct answer: it's impossible for the mapper to control)
<!--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-->I've read someplace that 2.5k is the recommended amount for everyone... so... 8k might kill a large number of f/s...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
The <a href='http://www.natural-selection.org/Mapping_Guidelines.html#Resource_Limits' target='_blank'>2100 baseline e_poly limit</a> for NS (was 2.5k for another mod?) doesn't have much to do with the 8000 he's talking about unless he's got huge custom mdls in his spawn.
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On a happier note, the map's looking great Ollj <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->