TF2 Map Game Modes Theory: Combining The Known With Everything Else

Trust

L1: Registered
Dec 6, 2008
42
78
Yes you can, you just can't have more then 8 'scoring' capture points.

You can still use additional points to unlock doors, build bridges etc. They just wont show up in the HUD.
Interessstiiiing.......A whole world of possibilities is just right next to us! And I never knew about it!

Area's of high traffic are generally area's of frequent combat. The player count attracts other players to the "potential" points they represent.

Also when i say traffic i don't necasserily mean players walking from one location to another, you're reading it out of context. Traffic doesn't necasserily mean linear movement. But the amount of time that is spent in said location, in combination with how many players that are likely to see this space.

Detail will always be relative, and should be represented irrespectively. If something requires detail, in a significant location within your map, then they should give it that detail without hesitation. I'm sure they'll take every precaution to optimise it to the best of their abilities. But this is down to the experience of the level designer. Unfortunately, most of the officialised custom content has been made by less than novice level designers, who are incapable of optimising a map regardless of the levels of detail. So poor performance is never really down to the amount of detail but the individuals ability to control said detail properly.

You shouldn't be telling people not to detail area's that see a lot of combat, it's quite irrelavent in the larger context. You should spend more time telling people how to achieve this detail without compromising performance. You're really only telling people to avoid a problem they don't understand.

Of course, the engine does have its limitations. But we're talking extreme cases here which are normally capped by the compile tools anyway.
"So poor performance is never really down to the amount of detail but the individuals ability to control said detail properly." - Y'know, ultimately I would need to agree. That's like...that's like the most poetic thing I heard today, man. If I ever make level design quote book, it's definitely there.

Obviously it only works if you know how to optimize the map. These tips were more for people who don't know how to - who just started out. Every half decent level designer out there must already have an opinion of sorts on most of the tips that I posted, and shouldn't take my word to replace theirs. I wasn't that much of a telling people that they mustn't detail those areas, I tried to bring their awareness to the fact that those areas are the ones who could suffer from excessive use of such thing. If you put 30 models in your spawn room, don't do the same thing with action heavy areas. Unless you know how to optimize, right?

Of course there's still the fact that you can't take players attention from the important stuff, or make the player feel confused, which excessive use of detailing sometimes does. But frankly, that is purely individual to the area, level and level designer. Hell, you can take players attention away with one misplaced box.