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shanemurphy

Advice From NMRIH Mappers

8 posts in this topic

Hello, I'm Shane the Lead Modeller on the Biohazard Project. Regarding our Raccoon Police Department map project I would like to ask advice from the more experienced mappers on the NMRIH team.

The RPD is a HUGE objective map that ranges from the basement to the third floor of the station with high detailed rooms.

We are using mainly static mesh's to minimize the strain on the entity limit and map in general but I need to ask your honest opinion about this before we continue our work.

Simply put...are we leading ourselves to failure if we continue to make such a huge map? will we face issues with servers and connections?

Would we be much better off making a more L4D styled progression and set paths?

This has been something that has never left the back of my mind and I hope you guys could give us advice on what the safest option would be for a stable experience. If it comes down to it I guess having 2 versions of the map with different routes to the same escape point could work.

Thank you.

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to put it simple, chinatown is i would say about 10% or there abouts just below the limit before you start making things complex, you can probably make your own judgement from that

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Don't forget that the entity limit hammer reports a) is not an absolute, more of a guideline, and B) is not going to be 100% accurate since only the current objective chain's entities spawn each round

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Hmmm, I'm starting to think a A and B version of the map would suit us best, the same escape objective but they go different ways. Cutting down on lights, particles and other assets in the map does not sound very appealing to me.

I'm also thinking about the increased re playability of the map if we split it into 2 forms.

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you could map a levelchange with point_servercontrol, but this wouldn't preserve weapons and health.

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I would just break the map in to two parts (based on a condensing of game paths half way through the map to A or B exits) so you have RPDpt1 and RPDpt2, and you could have more detail and content in each half of the map by breaking it in two.

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NMRiH doesn't officially support map loading in objective. So use that idea at your own peril.

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Thanks for the advice guys, we continue to keep our options open, luckily we can continue making our content while keeping our options open.

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