MvM entity limit count

Oct 6, 2008
1,947
445
Hi,

Never done one of the MvM maps yet - but have been thinking of doing a MvM map and calling it MvM_Rapture and making the map a Bio Shock themed map.

This style of map would have to use func_fishpool outside of the glass tunnels but they are a real entity hog - yes one entity for the func but the fish are a sort of sub entity - like in game projectiles.

If I was going to do this sort of map - what shold I limit my entities ratio down to i.e. Playability vs. Looking good and the overall total.

Thanks
 

Ælement

Comfortably mediocre
aa
Dec 21, 2010
1,481
1,616
Actually, there aren't that many fish outside the glass of bioshocks buildings. Perhaps you could get a couple of scaled down fish cluster models to swim around in a 3D skybox via path_tracks.

Now that we're at it, if you need some bioshock models, i might be able to provide. I have about 8 GB of decompiled bioshock models lying about. Note that they still have the bioshock textures tho, and you'll have to remake those for tf2 yourself.
 
Oct 6, 2008
1,947
445
Wow 8 GB!! Fantastic!

For those Models would it be a case of opening them up in hammer (propper) applying the textures then exporting a final model?
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
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Let me know how that goes. I got that far as well myself before realizing they don't have collision meshes, and Wall Worm's automatic generation thingy isn't very good (and might have compatibility issues with these models in particular; it's been a while). One of these days I really ought to set aside some time to teach myself 3DS Max so I can make some new collision meshes from scratch.