Could Combat Maps Have More

MavericMaveric Join Date: 2002-08-07 Member: 1101Members
<div class="IPBDescription">run-time entities then NS maps?</div> A simple question:
Could Combat maps hold more run-time entities (and thus detail) then NS maps, because there are so few buildings in Combat?

I've always assumed that the run-time entity limit was for reducing lag when the commander and alien gorges build their buildings and fortresses... but since there is only one hive, one/two armories, and a command chair and no building abilities on either side, that assumption is struck dead... thus leading to the above question.

So...


Could combat maps have more run-time entities (func_walls -- leading to more detail) then NS maps currently allow due to the lack of structures?

Comments

  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    I WONT try it... besides that a decent maps doesnt need thousands of func_whatever´s.
  • Ron2KRon2K Join Date: 2004-05-25 Member: 28904Members, Constellation
    Maveric, the simple answer is NO. Read <a href='http://www.unknownworlds.com/forums/index.php?showtopic=59708&st=11' target='_blank'>this XP-Cagey post</a> to find out why.
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    edited September 2004
    in short no, but because u make a combat map vastly smaller than a regular ns u can put more detail into anyhoo.

    As in ns_ u have ur ents all over the map space, in co_ they are confined therefore allowing more detail into one area
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