Thanks for the offer Dave.
Making longer maps put big pressure on very clean and optimised work and to create the maps limitations in mind from the beginning. As the two first map were originally created for ET, it was not very easy. Also making big open terrains (especially alphamod blendings) cut down possible lenght a lot compared creating regular city maps, because the amount of randomly stretched triangles is big. Originally the two maps was one map in ET, but had to cut it down because I went over the face limit for AAS like 4 times in first test compile. The two maps are still close to a few limits.
Also huge difference is that if you remove the dead AI models in some time. I decided not to. Dead AI models are drawn everywhere.
The third map I created totally from scratch for SP and I could have pushed for a lot longer, but I did not think it would suit my idea. I was nowhere near any limits. It is not supposed to be a part of a mission, think of it like it was not supposed to happen. It’s just a speedbumb on the road for the next real map.
Ps. I’m close to halfway on the scripting for the 4th map. I’ll post some screenies later.
So the secret for longer maps would be:
- Keep it clean and optimised
- Have the limitation in mind every day of your progress from the start
- Do not go for complex terrain and keep the triangle size big if you have to (128-256)
- The cleaner clips and less SOLID material you have the better. Snap to grid. Don’t free rotate.
- Keep shader count small, lightmapped especially (r_lightmap 1 helps)
- Optimise every step you go
- Remove dead AI models at some point
- Optimise!
- Test often and check all the numbers often
- Anything else that my tired mind filters now… oh yeah and optimise.