[Map] Ons-Command & Conquer 2

Discuss all things related to our custom map 32 player ONS server
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Nelsoncarmo26
1337 Haxor
Posts: 395
Joined: Tue Sep 08, 2009 1:21 pm
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Remember that flat ground full of trees map I made for ONS?
Well, you wouldn't even think it was the same map now.

Go ahead and check this out!
Made 2 versions, one spring/summer, and one winter version.

Download:
http://www.filefront.com/16370571/ONS-C ... Winter.zip
Last edited by Nelsoncarmo26 on Mon May 10, 2010 5:37 pm, edited 1 time in total.
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Nelsoncarmo26
1337 Haxor
Posts: 395
Joined: Tue Sep 08, 2009 1:21 pm
Xfire: QuantumEquilibrium
Location: Portugal
Contact:

The map has been updated with C&C vehicles made by Vaporlynx
See read me file for credits.

Download here
http://www.filefront.com/16408891/ONS-C ... -2-V1C.zip
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DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

I do recognize your improvement with the terrain, but the map is still lacking something it really needs: gameplay and optimization.

Unfortunately it is impossible to optimize the map since players are rendering everything all at once. There are no barriers, no mountains, nor any walls to shield the players view from seeing the other side. As a consequence, my frames rates moves to a crawling 4 fps with 16 bots. I don't want to even imagine with 32 players.

I would highly recommend spending some extra time playing ons, and study how those maps are structured. In SV you wont find a map that has the players render everything, there's at least something in the way. Also take notice how the node layout is structured. A web of connected nodes proven to be more exciting than a string/linear path of nodes.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

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Nelsoncarmo26
1337 Haxor
Posts: 395
Joined: Tue Sep 08, 2009 1:21 pm
Xfire: QuantumEquilibrium
Location: Portugal
Contact:

DW_Ant wrote:I do recognize your improvement with the terrain, but the map is still lacking something it really needs: gameplay and optimization.

Unfortunately it is impossible to optimize the map since players are rendering everything all at once. There are no barriers, no mountains, nor any walls to shield the players view from seeing the other side. As a consequence, my frames rates moves to a crawling 4 fps with 16 bots. I don't want to even imagine with 32 players.

I would highly recommend spending some extra time playing ons, and study how those maps are structured. In SV you wont find a map that has the players render everything, there's at least something in the way. Also take notice how the node layout is structured. A web of connected nodes proven to be more exciting than a string/linear path of nodes.
Yes, I did notice how the game lagged a bit, and so I was thinking about optimizing the map.
You stated about something in the middle?
What do you have in mind?

To answer to your sugestion Ant.
I do want to play Ons more often, but I really hate those tank me up maps... and they seem to be allways on when I play.
I hate the overpowering vehicles on those maps.

I initially placed those vehicles in my map, but you sugested i would take them off, because of the same reason.
I completelly agreed with you, as the overpowered vehicles just spoil the whole fun.

Anyway, Do you recomend that I place a mountain in the middle of the map?
...and what can I do to optimize a map of this magnitude?
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DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

You don't have to play SV to study ONS maps. I'm afraid the layout is what's causing the lag. When creating maps that are linear paths, it's nearly impossible to place a mountain in the way on a map this thin.

You should check out Kathoros, that map does have a linear node layout, but you should take notice the scaling of it. Anywhere in the map you can't see a different node from another node, they're divided by antiportals covered by mountains.

By the way, what's the size of your terrain? One thing I found out that if you have a terrain set to 256X256, computers will begin to slow down when rendering large bits of it. Specially in this map where you're rendering all at once.

How many layers does your terrain have? In a 256X256 terrain with many layers enhances the lag.

When creating maps and if you're planning on having the terrain rendered all at once, I would recommend going no more than 128X128.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
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