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Container Map Almost Final


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I have added a few things to make the gameplay a little more interesting. You now have access to the offices roof via stairs on the 1st floor. I have also done a basic but effective bridge crane which features 4 support structures that have stairs in them with access to two levels. I have also done 4 game versions, day large, night large, day small and night small. The team spawns and central area for the night and day close quarter gameplay are in the offices, the team spawns for the night and day large are at each corner of the map for all four teams and the central area is where you would expect it. The support stuctures for the crane are directly in front of each base which enables snipers to cover thier team mates as the advance. I have also added the wire fence as you will notice and some background scenery.

Its looking good shouldnt be long now.

Edited by StereoG
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Screenies look better.

Being an architectural engineer, I can tell you that the crane is a bit unrealistic.

There's no way any structure could stay intact under the circumstance the crane is now. Even bearing it's own weight would be a problem, let alone carrying the containers.

An important factor of a map is that it's structures have to be beleaveable.

It doesn't have to be precisely accurate, but it can't be exagirated or ignored either.

EDIT: I'd suggest you use a reference to model it. Rotterdam has the biggest seaport in the world. There are some massive cranes there. Try to snoop the internet on some good pictures. htat should make your map a lot more convincing

Edited by |rsi|â„¢deleyt
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Well you know it doesnt get used and after playing it for a while it just becomes invisible, what i mean is that you look at it in detail for a few minutes then its game on. Fear not though for the man is on the case... lmao. Chems has offered some assistance in this matter. I cant wait to see what magic he will work.

Thanks for the feedback guys appreciated.

Edited by StereoG
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Right ok guys i have an idea well an earlier idea reworked. I want to keep the support structures at the cornes so ontop of those structures im gonna put a normal static crane on each one. Yet again it isnt realistic because they cant reach the whole yard but im not looking for 100% total reality, just a fun multiplayer map. It will probably be Chems crane on the structures, Cant wait.

Its a container yard which you would expect close to a shipyard or something but this one is by the looks of it 40 miles inland... lol. anyway its not about 100% realism its about fun. Although i have thought about it and decided not to start cutting docks out the landscape and adding water i like the full square for some reason, obviously its more balanced but it gives a fairer feel of game play and not one sided because of the ground geometry.

just a thought.

Oh can anyone help me with polygon counts for an average large map?

Thankyou

Edited by StereoG
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Oh can anyone help me with polygon counts for an average large map?

Thankyou

It depends a little bit on how big your clipping distance is.

When you're using a large clipping distance, the amount of polygons displayed at any given time will be bigger (and thus slow down gameplay) then when you're clipping distance is near.

You're map could theoretically have 400.000 polygons, as long as it all isn't displayed at the same time.

I personally try keep a limit of around 20.000 being displayed in cameraview.

Others may use larger or smaller numbers.

I've also noticed that use of alpha-textures and combustion-effects have a much bigger impact on FPS then poly-count does.

Use the clipping distance smart. I also would recommend using OCCLUDERS. The layout of your map is very suitable for this.

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Clipping distance. I have had a further look at the map and lipping and fog distances and have now set the fog to a resonable distance and set the clipping distance just behind the fog distance.

Occluders. I understand what occluders are and thier function i just dont know where to effectivly place these items on this map.

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Clipping distance. I have had a further look at the map and lipping and fog distances and have now set the fog to a resonable distance and set the clipping distance just behind the fog distance.

This is a major mistake made by many people.

Fog doesn't affect the performance of your map at all. Fog doesn't clip, hide or releave the engine from any calculation.

It simply smoothens out the clipping distance so it doesn't cut off the the gameworld abruptly. It also provides an extra atmospheric ambiance to the scene.

So you should reverse your thinking. First determine how far your clipping distance should be to make your map playable...then overlay the fog to hide the clipping.

Occluders. I understand what occluders are and thier function i just dont know where to effectivly place these items on this map.

Place 'em in the containers and int he building's walls.

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I know the fog doesnt have any effect on the fps but what im saying is it can hide the clipping distance to a degree which means you may be able to increase the fps by getting the clipping distance closer depending on your fog distance.

I want to keep a reasonable viewing distance because it is a long range map. It runs about the same as the normal gr maps with 100 tangos and considering its a multiplayer map mostly for team or solo games if it runs a bit dodgy with some of the coop gametypes out there well i guess it will be kept for team and solo games only.

Edited by StereoG
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I know the fog doesnt have any effect on the fps but what im saying is it can hide the clipping distance to a degree which means you may be able to increase the fps by getting the clipping distance closer depending on your fog distance.

I want to keep a reasonable viewing distance because it is a long range map. It runs about the same as the normal gr maps with 100 tangos and considering its a multiplayer map mostly for team or solo games if it runs a bit dodgy with some of the coop gametypes out there well i guess it will be kept for team and solo games only.

Yup, working out a good combination of both the clipping-distance and the fog can save you frames. It's a good decision to test that properly.

If you do the modeling smart, I think your map should be no problem regarding FPS.

Question: Is each container on your map, actually a box?

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Thanks Lexus thats appreciated but i dont think i can add anything else apart from the 4 low poly cranes. I want this map to run good so once i get the cranes in and see what the situation is i may get in contact with you.

No cars will be getting added to the carpark just more grass, bushes and trees.

Thanks again.

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