Could Combat Maps Have More
Maveric
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?
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
As in ns_ u have ur ents all over the map space, in co_ they are confined therefore allowing more detail into one area