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.