| 03-13-2005, 09:26 PM | #1 |
Hey. What would you say is the recommeneded limit for doodads to keep a map from lagging? Thanks. |
| 03-13-2005, 09:33 PM | #2 | |
Quote:
The majority of doodads won't start making your map lagg, its animated ones that will start messing it up, and then in addition to that, its really Special Effects that start lagging up the map. Also if you want to reduce lagging, you probably dont want a lot of units in your map in sight at the same time. Large groups of untis begin to lagg - especially if they're heroes. |
| 03-13-2005, 09:44 PM | #3 |
What about more specially doodads such as trees and environmental doodads. Edit: typo |
| 03-13-2005, 11:31 PM | #4 |
Add as much as you want, lol. Blizzard made it so that having lotsa trees wouldn't lagg up a game, that is why, after all, they have giant forests for lumber harvesting. Enviroment/Trees, stuff like that shouldn't affect lagg too much, its the other graphics that'll make it lagg, really. |
| 03-13-2005, 11:46 PM | #5 |
Eh. Trees do lag the game up a tad in my experience. I had a map with a fair few lag problems, especially over a forest area. But if you dropped a nuke on the forest and blew the trees to kingdom come, the lag wasn't as bad anymore. However, that may have had something to do with an abnormally high camera. |
| 03-14-2005, 01:03 AM | #6 |
Ok, then I should be safe in using a large number of trees. Also does anyone know why you can use triggers to place environment doodads (though there are ways around it). |
| 03-14-2005, 01:58 AM | #7 |
Eh, well the simplest way is to make the enviroment doodad a unit, then make it so u cant select it (dun remember how to do that). It's a little tedious... although I'd be interested if some1 else has another way of doing it ^_^ |
| 03-14-2005, 03:28 AM | #8 |
Ok you win this round :) I was thinking of using the new trigger "Ubersplat" but your way is much easier. Oh and you can use the locas ability to make it unselectable. :) |
