Abandon

CC_ArK

L1: Registered
Mar 1, 2008
25
4
This is my most recent project.
So far I am on the third sketch and have started an alpha build.

Since I am doing this mostly on the weekends and an hour in the morning, I don't know exactly when it will be out.

Sketch Reference:
*The areas shaded with diagonal lines are places where players can't go. One in a very high cliff, the other is a pit (most likely the pit will be insta-death).
* I did my best to label the slopes, but feel free to ask any questions about the sketch.
 
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YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
I'd suggest you abandon your design. Clever puns aside I'm actually more serious, from looking at your sketch The entire map is going to all be in the same PVS which means you're going to get massive optimisation problems because its all one big straight line, see the image I've attached and how standing at one end you're almost able to see the other. Given the size of the area this can be alright and it can be devistating, if you're going for a map of any real size seeing the whole thing at once will kill performance. I suggest putting one or two large turns in the map (not just the track) so that you can never see more than 50% of the map at once.
 

CC_ArK

L1: Registered
Mar 1, 2008
25
4
In that picture you are actually cutting through two tall cliff sides, but I understand your concern that it is very close. also, this is not quite to scale to what I am making in hammer, so while I appreciate your advice (and I will certainly keep it in mind) I am proceeding with these designs to the alpha stages.
 

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
Don't forget to insert nodraw world brush behind your cliffs to cut vvis visibility. And while you'll follow your own scale, it's better as Youme said to prepare yourself with some visibility cutting layout in advance, and tune your gameplay around them. Other solutions will be tedious and less efficients, if you want to add decent detailing.