cRPG
		cRPG => Scene Editing => Topic started by: Elindor on June 17, 2012, 11:48:34 pm
		
			
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				Are there any basic map optimization steps we should go through before submitting?
 
 
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				Siege:
 Defender spawns shouldn't be too close to the flag(s) if you can avoid it.
 
 for fps:
 Avoid having many particle systems in the scene.
 Trim amount of trees/scene object in areas that players don't see/walk in.
 
 Other than that, I wouldn't worry about it that much, you can always post a new version of it after feedback.
 
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				Excellent....thanks again!!  
 
 Would 3 battlefield smoke plumes, 2 fires, a handful of torches and lit braziers be too much on the particle front?
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				Battlefield smoke is usually quite unpopular, it can be quite heavy for some. I would at least limit it to one.
			
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				Gotcha.
 
 Ok submitting soon - first map so let me know if you guys want me to do any changes.
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				Regarding particle systems, couldn't players who have lag because of them simply disable particle systems in the options?
 
 These scene props can make a map look much better if well used, so this way people with a powerful enough computer could still enjoy them.
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				Regarding particle systems, couldn't players who have lag because of them simply disable particle systems in the options?
 
 These scene props can make a map look much better if well used, so this way people with a powerful enough computer could still enjoy them.
 
 
 Yeah they could, but even with a good computer I think too many particle effects can bog things down.  I think the good rule of thumb maybe is use them wisely and sparingly.