--||*NEW MAP*||-- DireStrights... well just take a peek.
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- LathanStanley
- Posts: 1429
- Joined: 20 Jun 2005, 05:16
well if he subdivides and smooths and stuff... tell him to OPTIOMIZE too..
that or build his model with near infinite faces and polys and I'll "optomize" it and send if back to him... its a simple modifier in 3DS MAX.... and since there is only 4 of these models on the map... I would assume that any face count under about 5000 is good.
more than that, will slow down low end machines CONSIDERABLY... and crossing the 10,000 face mark will start to show impact on a top end machine... but still do-able...
at THE VERY MOST, I'd say 6500 facets on each one...
but for the person who copies them and puts 100 on their map... it'll kill it...
that or build his model with near infinite faces and polys and I'll "optomize" it and send if back to him... its a simple modifier in 3DS MAX.... and since there is only 4 of these models on the map... I would assume that any face count under about 5000 is good.

more than that, will slow down low end machines CONSIDERABLY... and crossing the 10,000 face mark will start to show impact on a top end machine... but still do-able...
at THE VERY MOST, I'd say 6500 facets on each one...
but for the person who copies them and puts 100 on their map... it'll kill it...

you NEVER use the optimize modifier, EVERLathanStanley wrote:well if he subdivides and smooths and stuff... tell him to OPTIOMIZE too..
that or build his model with near infinite faces and polys and I'll "optomize" it and send if back to him... its a simple modifier in 3DS MAX.... and since there is only 4 of these models on the map... I would assume that any face count under about 5000 is good.![]()
more than that, will slow down low end machines CONSIDERABLY... and crossing the 10,000 face mark will start to show impact on a top end machine... but still do-able...
at THE VERY MOST, I'd say 6500 facets on each one...
but for the person who copies them and puts 100 on their map... it'll kill it...
you build it low poly or you biuld it high poly, or youbuild it low poly to be smoothed for high poly.
but you NEVER build high poly and use optimize.
- LathanStanley
- Posts: 1429
- Joined: 20 Jun 2005, 05:16
its more beneficial than you seem to knowHawkMan wrote: you NEVER use the optimize modifier, EVER
you build it low poly or you biuld it high poly, or youbuild it low poly to be smoothed for high poly.
but you NEVER build high poly and use optimize.

You'll just have to wait I'm affraid.
In the mean time... Im goona hijack my own thread.
I have a few questions...
1) Does anyone play the map Blackstar, only I'm curios to know how good that is and I never got a reply at teh time.
2) I was thinking of re-making VolcanoIsland (again) with evry single bug fixed. However I was wondering if anyone had anything they think needs changing in it. (PS I was goona remake it because I dont like the look anymore (IE I can make more preety heightmaps and textures now) not because I think its flawed in game play, but It might be so I thought Id check befor I started.
3) Does anyone actully play any of my maps?
aGorm

In the mean time... Im goona hijack my own thread.
I have a few questions...
1) Does anyone play the map Blackstar, only I'm curios to know how good that is and I never got a reply at teh time.
2) I was thinking of re-making VolcanoIsland (again) with evry single bug fixed. However I was wondering if anyone had anything they think needs changing in it. (PS I was goona remake it because I dont like the look anymore (IE I can make more preety heightmaps and textures now) not because I think its flawed in game play, but It might be so I thought Id check befor I started.
3) Does anyone actully play any of my maps?

aGorm
- LathanStanley
- Posts: 1429
- Joined: 20 Jun 2005, 05:16
I've got a PALM tree I'm workin on agorm... its not a bannanna tree like smoths, but it should fit in nicely, even better if both his tree, my tree, and his plants are used...
I might do the coral reefs I was planning too eventually..
you can always add the features for reefs to the colormap, and then just add the s3o's and tdf's afterwards

I might do the coral reefs I was planning too eventually..
you can always add the features for reefs to the colormap, and then just add the s3o's and tdf's afterwards

Volcano Island
Please do not remake this one... Since I am one of the few players that are responsible 4 spreading the actual version 6 throughout the AA2.11 community. Thats because every game I host is based on this map (version 6). It is my favorite map. Its so full of game potential. Allmoste every tactic is possible to secure the win.
Allmost every guy that joins my game starts hosting his own with volcano_v6
isn't this what u wanted?
best regards realBonk




Allmost every guy that joins my game starts hosting his own with volcano_v6
isn't this what u wanted?
best regards realBonk
Your maps are great aGorm! One thing I must admit is that I dislike the outer area of black star (The nearly un-buildable gray/white high-ground). If you changed it, the porc-factor might be improved upon as well. Volcano Island is a good map; that being said, I'm sure if you redo it, it will be even better.
What the!?!? A bunch of fans appera out of nowere...
RUN AWAY!!!
Now thats seriosly odd... I havn't seen anyone playing any of my maps when ever I'm online... Either you all live in teh US or Im on a differnt server!!
Just out of intrest... whats wrong with teh un-buildable gray/white high-ground hrmph??
BTW realBonk... That map yopu liek teh look of, the purple one, will I cant release that realy untill the new map format comes out... few to many annoyancies with teh current way it works. Sorry...
However I am now starting to work on a new map that should kick ass...
hopefully you'll like that one.
BTW... on a 1 - 4 player map how much total metal do u rekon there should be for a lvl 1 mex? would 20 be enough? (IE 5 for each player in a 2v2, 10 each in a 1v1?) or is that to little? (assume like 30% at start the rest contested)
aGorm
RUN AWAY!!!
Now thats seriosly odd... I havn't seen anyone playing any of my maps when ever I'm online... Either you all live in teh US or Im on a differnt server!!
Just out of intrest... whats wrong with teh un-buildable gray/white high-ground hrmph??

BTW realBonk... That map yopu liek teh look of, the purple one, will I cant release that realy untill the new map format comes out... few to many annoyancies with teh current way it works. Sorry...

However I am now starting to work on a new map that should kick ass...

BTW... on a 1 - 4 player map how much total metal do u rekon there should be for a lvl 1 mex? would 20 be enough? (IE 5 for each player in a 2v2, 10 each in a 1v1?) or is that to little? (assume like 30% at start the rest contested)
aGorm
I finally got around to playtesting this one, though unfortunately it was with a bunch of noobs. I think the sides might be a little bit too easy to porc. Maybe if the path around those hills next to the water was a bit wider. The map takes a LONG time to walk a kbot from one side to the other. It might get played more if the whole thing were reduced in size a bit (maybe 10X30?). Finally, it needs some features! 
