| 08-10-2003, 08:37 PM | #1 |
Sup guys :D Just finished my Terrain for my first single-player campaign map, I´m so happy... Oh right the topic... My map has a total of 19´858 Doodads, yes it´s not a typo I really ment 19´858 =) You´re probably asking yourself how someone could possibly add so many doodads to a single map and still be proud of it? Well, I think Doodads add alot of atmosphere, expression and system requirements emote_sweat to a map. And this is what this Thread is all about. I have no problems with so many Doodads, the map runs smooth with all Details and a resolution of 1600x1200 on my PC (ok there isn´t much action within the map(yet://// )), but what do you think? hodi PS: Expect a Preview Version of the campaign (Whole map1 with ~50% of all secrets of the final map1) in 2-3 weeks. edit: Scroll down for some pics |
| 08-10-2003, 08:43 PM | #2 |
the maps gonna have very long load times and will lag a bit more than a little |
| 08-10-2003, 09:01 PM | #3 |
Delete a few of them, randomly place useless doodads, delete some important units, and remove 50% of your triggers. Then go to your warcraft 3 folder, then delete your patch.mpq. There you go. Now you map is better! |
| 08-10-2003, 09:04 PM | #4 |
Now it is my job to ask you not to make anymore threads like this, it's totally useless and does not help anyone, you even told us all that this thread was about your map having X doodads. I can understand that you're happy about your map terrain being finished but just... don't. Thanks and have a nice day. |
| 08-10-2003, 09:09 PM | #5 | |
Quote:
Actually, this Thread is about what the community wants, as I said b4 I have no problem with the doodads, but I wanted to know what the community thinks. Oh and @FyreDaug: Funny:D hodi |
| 08-10-2003, 09:11 PM | #6 |
Yea please stop threads like that. @Topic: Delete some doodads. |
| 08-10-2003, 09:19 PM | #7 |
Well i think u need more 20'000 doodas, oh and can u plz attach an immage of ur map? |
| 08-10-2003, 09:20 PM | #8 | |
Quote:
Oh well you didn't state that too well :) |
| 08-10-2003, 09:23 PM | #9 | |
Quote:
I´ll post one tomorrow gotta sleep/work first :nono: @Kerry: After reading my post again I have to agree with you :ggani: hodi |
| 08-10-2003, 09:33 PM | #10 |
Most of my campaign maps have 13,000 - 16,000 doodads, which is OK for single player but never do that for multiplayer. I preload the most used doodads and textures to reduce the lag down further. I also agree with Kerry FYI. |
| 08-10-2003, 09:55 PM | #11 |
Simple way to know if the map is overcharged: What is the actual size of your map? I think as long as it is lower than 2mb its fine(without counting imported sound if any). DeSty. |
| 08-11-2003, 12:58 AM | #12 |
the # of doodads in a map means nothing for a single player map. If the engine rendered all the doodads in the game at once, your comp would crash and burn. But your comp is only renderring whats on the screen at the time, thats why it lags on multiplayers because multiple people are looking at seperate parts of the map, while the mice who run your video cards are scurrying back and forth to try and keep up. |
| 08-11-2003, 02:33 AM | #13 |
I don't really give a damn unless it's not a single-player. |
| 08-11-2003, 03:18 AM | #14 | |
Quote:
You ought to actually test what you're talking about instead of making guesses. Lots of doodads still causes slowdown in singleplayer. Drawing isn't the only thing being done. The game has to load the models and skins and properties for all the doodads into memory for use when the time comes to draw them. Not only that, it has to keep track of the position and animation state of all of them in case the player moves the camera over the area where the doodads are for drawing. Lastly, that still doesn't change that it's going to take a year and a half for the map to load. This means lagorama. |
| 08-11-2003, 04:20 AM | #15 | |
Quote:
It´s somewhere between 500 and 600kb without the sounds, but this isn´t the problem. And size is at 198x240. |
