air map concept

Discussion in 'Mapping' started by FN198, Oct 28, 2010.

  1. FN198

    FN198 Member

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    [​IMG]
    I've been reminiscing a lot about the air maps from starsiege tribes that were so common. I thought that it would be nice to have a map that was elevated near the cloud layer with a goldeneyeish cradle feel to it. The gameplay may be somewhat like money but without so much of it. I would like some feedback on gameplay speculations.

    Some things to note:
    Blue and red nonagons are starting raxes with respective cv's
    The vertical partitions are blast gates players on either side of the gate may open or close freely. they shut and close quickly with little cooldown time.
    The fortifications are the raised parts of the map. These parts would be raised high enough so that an AFV would not be able to shoot over.
     
  2. Varbles

    Varbles Simply Maptastic. Staff Member

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    good luck making this not look like shit, play like shit, and drain fps like shit.
     
  3. FN198

    FN198 Member

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    I can't tell if maps drain fps at all because of my q6600 and 9800gt.
    What does emp_raiders do to reduce fps drain if anything at all? I believe it would work for this as well.
     
  4. Metal Smith

    Metal Smith Member

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    what is this? cloud city?
     
  5. [lodw]keef

    [lodw]keef Hobbit

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    I use Z clipping plane to make a simpler version of the map behind it(in the 3d skybox) would prolly work pretty good on this layout if you kept the outer geometry simple or the complex things small on the larger geometry.

    another thing the layout is too simple, if you were to start making this you wouldn't want to start out with the same layout. Make a section at a time with enough detail not to have such large plain straightaways.
     
  6. Varbles

    Varbles Simply Maptastic. Staff Member

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    you'd have to put the plane at farther than 10000 units in this or everything happening around the player would be rendered through the geometry and would look kind of dumb. And remember that these will be air vehicles, with more polys than the normal models, and there will be absolutely no way to hide anything in any visleaf with this design.

    It's the same problem as with emp_money:
    The map itself isn't too resource intense, but the fact that it is completely unoptimized by design and execution, coupled with the fact that it involves virtually every player on each team in a tank duking it out in one space makes it extremely laggy and frame-killing.
     
  7. [lodw]keef

    [lodw]keef Hobbit

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    you dont understand how z-clipping works. It quite literally cuts off and stops rendering anything past the distance, all other aspects work exactly as if you didnt do z clipping.
     
  8. Grantrithor

    Grantrithor Member

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    Could you also draw a front or side view so I can get a well idea of what you are talking about?
     
  9. Varbles

    Varbles Simply Maptastic. Staff Member

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    are you sure z-clipping affects particles? because i may be wrong, but last time i checked it didnt
     
  10. [lodw]keef

    [lodw]keef Hobbit

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    it definitely affects particle effects and everything else.
     
  11. Metal Smith

    Metal Smith Member

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    make a box in hammer, add in a fog entity and set the far z clip plane to 1000. Run map. See how much improved your FPS is.

    O, new map idea. Fun :D
     
  12. ViroMan

    ViroMan Black Hole (*sniff*) Bully

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    emp_fog?
     
  13. FN198

    FN198 Member

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    I was thinking emp_aeropolis or emp_skyway
     
  14. Metal Smith

    Metal Smith Member

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    nah. Wouldn't have fog, just a z clip plane.

    Think of it. Nothing would render unless you were within 1k units. Would be interesting XD
     
  15. Varbles

    Varbles Simply Maptastic. Staff Member

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    tank battles would be like playing battleships
     
  16. ScardyBob

    ScardyBob Member

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    However, the only way to not make it look like shit is to have fog. Otherwise, shit just pops out of nowhere as it passes the z-clip distance.

    Also, suggested name: emp_hexagonalpentagon.
     

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