Ns:combat Guidelines?

ParasiteParasite Join Date: 2002-04-13 Member: 431Members
I read the mapping guidelines, wich doesnt really say much about mapping for combat exept to explain the difference between Co and NS maps.

What I was wondering is, scince (afaict) CO maps arent using nearly the resources that a normal NS map does (IE no commander, buildable structures to bog things down, and generally smaller map size) is there a bit of leeway regarding R-Speeds and entity counts? Obviosly (too me anyway) the e-poly baseline doesnt apply to a CO map....Is the peak and average R-speeds higher?

Just curious.

Comments

  • ReebdoogReebdoog Join Date: 2003-09-20 Member: 21035Members
    Imho in combat, i would try to keep the r_speeds a bit lower then ns, due to lots of high-intensity gameplay. 4 onos, 4 fade, 2 Ha, and some Jp's flying around can cause a little bit of lag, so i'd try to reduce everything as much as possible to keep the lower-end machines from lagging there. But who knows, thats just my opinion, no doubt cagey or someone will smack me down <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited January 2004
    smacking down Reebdoog for no reason at all <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    r_speeds are evil above 700 and 500 average should be maintained

    But thats w-poly, if you get above these values the hl-engine must render more then its capable of and its already above its standart specs in NS <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    E- poly however are not as bad as wpoly to render. And since in combat mode nothing is build but already put into the level I think e-poly can be higher then normal ns maps. Still not thoughout the map, since a commander or gorge also wont built everywhere in the map.

    [edit]Go arround in any level building stuff with r_speeds on and check out the e-poly when the normal amount of defence/buildings has been reached, and stay a little (say 1000-1500 e-poly) below that:
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->due to lots of high-intensity gameplay<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> (Reebdoog)
    [/edit]
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin-Parasite+Jan 30 2004, 03:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Parasite @ Jan 30 2004, 03:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I read the mapping guidelines, wich doesnt really say much about mapping for combat exept to explain the difference between Co and NS maps.

    What I was wondering is, scince (afaict) CO maps arent using nearly the resources that a normal NS map does (IE no commander, buildable structures to bog things down, and generally smaller map size) is there a bit of leeway regarding R-Speeds and entity counts? Obviosly (too me anyway) the e-poly baseline doesnt apply to a CO map....Is the peak and average R-speeds higher?

    Just curious. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I'm currently working with Jeff Paris on the new NS Manual, and I have a few other projects for the NS site that are also in progress so the Mapping Guidelines have been neglected for a few months (the latest changes have been Flayra's). I'm also going to give the Mapping Forum FAQ a rewrite once I have the time.

    I want to rewrite the Guidelines with an eye on Combat throughout the document, removing the current appendix and moving any Combat specific information to the correct location in the rest of the document. It'll be a while before I get to that, though. There are some areas (e.g. overhead image requirement) that are out of date and really need to be revised.

    I don't think there will be any increase in the e-poly allowance for Combat, but I'll bring up mapping limits with Flayra again as I do the integration of Combat with the rest of the doc. The entity limit is performance based, and definitely won't be higher for Combat; since the maps are smaller level designers should be able to add more atmosphere to individual sections anyway.
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