- Jul 5, 2009
- 249
- 28
I've got an idea. This is a dangerous thing. But to know how dangerous it is, I need help from people who know what the heck they're doing with regards to maps.
My initial idea for Drainfield is being revised in light of the fact that I got my sizes very wrong and I need to start over anyways. So what I'm looking at now is something that's more schticky and possibly reduces the overall utility of Snipers and Pyros on the map. That's a question to be dealt with later- along with the issue of whether or not that's really bad.
My idea is pretty simple: I'm going to take all those trenches masquerading as drainage ditches, and make them drainage ditches. Meaning, I'm going to fill them with water. Not much- just, say, 32 HU or so deep. Not enough to put out fires. However, and this is a rather significant however, I'm going to move the center control point as well.
Straight down.
Yup, central point will be submerged under about... lessee... 168 HU of water.
Which means that I'm talking about a huge chunk of corridors and rooms that will require water. Depending on if a Sniper's in one of the towers, this will likely require a decent amount of rendering, although I'm hoping that given ranges I can offset that with some cheap water and maybe some fog. Rain too, which isn't going to help.
How stupid of an idea is this, from a framerate standpoint? I can deal with a long compile time, but I'd really like to do this without making it slow or crash computers. I'm intending to keep entities either above or entirely below water wherever possible to reduce the load somewhat, and will try to optimize it as well as I can with my limited ability and understanding.
My initial idea for Drainfield is being revised in light of the fact that I got my sizes very wrong and I need to start over anyways. So what I'm looking at now is something that's more schticky and possibly reduces the overall utility of Snipers and Pyros on the map. That's a question to be dealt with later- along with the issue of whether or not that's really bad.
My idea is pretty simple: I'm going to take all those trenches masquerading as drainage ditches, and make them drainage ditches. Meaning, I'm going to fill them with water. Not much- just, say, 32 HU or so deep. Not enough to put out fires. However, and this is a rather significant however, I'm going to move the center control point as well.
Straight down.
Yup, central point will be submerged under about... lessee... 168 HU of water.
Which means that I'm talking about a huge chunk of corridors and rooms that will require water. Depending on if a Sniper's in one of the towers, this will likely require a decent amount of rendering, although I'm hoping that given ranges I can offset that with some cheap water and maybe some fog. Rain too, which isn't going to help.
How stupid of an idea is this, from a framerate standpoint? I can deal with a long compile time, but I'd really like to do this without making it slow or crash computers. I'm intending to keep entities either above or entirely below water wherever possible to reduce the load somewhat, and will try to optimize it as well as I can with my limited ability and understanding.