| 08-22-2003, 04:18 AM | #16 |
Dakan I have to say I am very impressed! Your terrain design abilities is truly amazing. How long have you been mapping? This must have took a long time because the fog, terrain, sky, everything fits to create a great effect. I assume you are making this with lag in mind because it is a multi-player map. I this map works with little lag, I bet that his could be the best looking map on Bnet. |
| 08-22-2003, 04:23 AM | #17 |
the way things are going. I am looking at a beta release in a month or so? This map was started about 4 days ago, and is about 40% done terrain wise. The unit spawn system, edited dmg/armor factors, heroes are all done allready (thanks to cubasis and electromancer) Mr.Safety is doing all the towns, and he does them good and fast. I seem to be in the "zone" lately with creating terrain, and created a ton today (a cave and a big desert, along with touchups to the forest / ruins) We have the item system planed out, and most of the quests planned. I can code those fast. Soon as we hammer out our ideas of everything, I will clue you guys in to how the system will work. |
| 08-22-2003, 04:24 AM | #18 |
Cut the number of doodads by about 90% if it's gonna be a MP map, and get rid of any particle generators (never use the wind weather effect) |
| 08-22-2003, 04:26 AM | #19 |
Hey Dakan if you want some help I would love to help with this map. Of course you dont have to accept. |
| 08-22-2003, 04:33 AM | #20 |
8-9k of doodads + a 256x256 map will be on the average a 1:30-2 min load, on a 1.6mhz with 512 meg ram (based on my PC heh) I think people that are good RPG fans will wait that long (talking from experience because HeroQuest RPG Part1, the non SE version) took over 3 min to load, and alot of people played it What areas are you good at XVoltaireX? |
| 08-22-2003, 04:43 AM | #21 |
Basically general map making. I have started to edit skins. I don't know, I am good with the WE. I am also a web design and learn Flash as we speak. :) Basically I know a little of this and that. Normally I design my maps after pictures from books, enless I have a great "vision" in my head. I have Paint Shop Pro, Flash MX, i use to have Max 3D 4, but it does not work with windows XP.... and all of those warcraft 3 tools found around these forums. I cant think of one area that I really excel at right now. |
| 08-22-2003, 05:10 AM | #22 |
The load time isn't really a problem, it's the in-game lag that'll kill your map...maps I've seen with alot of doodads seem to lag alot in-game, along with maps that use the wind weather effect... |
| 08-22-2003, 06:00 AM | #23 |
Are there other lag-inducing effects to avoid? I am about 80% complete with a multiplayer RPG and have been trying to keep an eye on performance throughout. |
| 08-22-2003, 06:00 AM | #24 |
nah, these doodads are not alot of polies, blizzard was smart in making these, just a few planes that intersect with alot of alpha to give it the shape |
| 08-23-2003, 07:18 PM | #25 |
more screen shots + discussion http://www.wc3campaigns.com/forums/s...threadid=26680 offical forum of KDH |
| 08-23-2003, 09:09 PM | #26 |
this is the best terraining I've seen so far! specialy the forest =) great job, and looking forward to play it. desty |
| 08-24-2003, 06:24 AM | #27 |
Hmm The terrain is really fascinating! The problem is: If you have the map designed to 100%, you will need 3ghz and 1024 mb ram to play it! I know what I#m talking about, especially if i see ur forests! There are more than 1000 doodads only in one screen; that's simply too much! You should learn to make the terrain more beautyful without needing so much doodads. Allways try to place the minimum number of doodads for the maximum effect! PS: I am pretty good with terrain design. Do you need still members for terrain-making? |
| 08-24-2003, 06:55 AM | #28 |
who said there was more than 1000 in 1 sceen..... the map is about 40% (coverage wise on the minimap) done and there is about 5k dooads. I figure there will be about 10k in total when done, but that will be fine as far as FPS go. the TKoD map is over 14k and runs fine on everybody's PC that tested it so far, only Cubasis's PC slows a little when we get to the vally sceen, but thats expected cuz he knows he has a crappy pc * pokes Cubasis ina idding manor :P * Those shrub doodads really make it look like there is more than their really are. I belive the original heroquest map had about 7.5k doodads in total... (7000-8000 somewhere in that area) and it ran fine Take the first screenshot on this thread for example (the stairs with the arch) See those 2 plants in the front of the camera, right up close. How many doodads you think that is? The answer is 2 :) |
| 08-24-2003, 08:21 AM | #29 |
wow... thats all i can say after seeing those screens. gorgeous. in the woods it really looks like a path cut through the brush. and since you dont use cliffs often the terrain looks much more realistic. and the towns look like you could immediately put yourself inside that spot and it doesnt look off or strangly out of place. keep it up or i WILL hunt you down.:D |
| 08-24-2003, 10:22 AM | #30 |
Doodads DO matter. Though it´s not the total number that is so important for performance but the number of doodads within your current camera bounds. |
