Jabaswt
Jun 19 2004, 04:10 AM
I remade co_cortana completely- I was reading some articals on co maps being to big... I think i made this one a bit big.. But i don't know... Plz Feed back
Maveric
Jun 19 2004, 04:39 AM
right most hallway will kill frame rates.
make them more like the lower hallway. When vis is done on the map profile and you stand in the lower-right room, as is, it will:
See everything in the lower right room (good)
See the main hallway (ok)
See the next room which is at the other end of that long, strait hallway (ok, as long as the other room doesn't have too much detail)
See into the two adjacent hallways (bad. very bad; when considering everything else would happen at the same time)
Jabaswt
Jun 19 2004, 06:06 AM
Ok i really don't understand what your saying (good) But i took out the one of the halls leading into the room b4 the hive... I made the middle into a room, so I can cut back on some cordors. added some doors.. to keep the straight hallways (Cut back on skulk veiwing) some small minor details... the light gray is underground (lower lvl). door there for the skulks veiwing
Kester
Jun 19 2004, 08:32 AM
dont worry about making large co maps, mines as large as some small ns_ style maps =]
Jabaswt
Jun 19 2004, 09:00 PM
Some more comments plz
DarkSeraph
Jun 20 2004, 05:01 AM
that far right hallway looks like a place for dead gameplay to me, but maybe some lone rines/aliens will use it because noone else will. most co_ maps have 2 ways in between hive/MS. i think 3 is 1 but too much, move the middle one over to the right a bit, making it a little longer/more intriquite, and i think that's a decent layout.
Chrono
Jun 20 2004, 05:14 AM
ya the right side seems useless when you can take those 2 other hallways closer to the hive maybe make the left side hallway weldable so it wont be used early on until marines get to it
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