Actually in both SP and MP you can control what is rendered since it is rendered locally on each client. You use the same optimization methods for SP and MP. Using hint brushes to control leafs and occluders and areaportals all control what is rendered.
On Thu, May 28, 2009 at 1:46 PM, Carl Foust <[email protected]> wrote: > As for map size, you can go almost to the end of the grid in Hammer in all > directions (getting too close may give you errors). There's at least one HL2 > map that goes most of the way across in one dimension. In single player, of > course, you can conrol what is being rendered at one time. That's not > possible in MP > > I may be wrong, but i get the feeling that brush limits, etc. only matter > within the compile tools. If you could hack them to go higher, the map might > still work. > > A brush face that is smaller than 1 unit across will give you a microbrush > error. Other than that I don't know of any minimums. > > On Thu, May 28, 2009 at 10:27 AM, Soda Bob Curtis <[email protected]>wrote: > >> Really depends. I'm working on a huge castle map that seems to run fine >> in multiplayer (I've got a proof-of-concept Survival mode map completed >> of it). Now, I haven't added a lot of details yet, so perhaps it will >> kill it once I do. I've also only compiled the map with "fast" options, >> so perhaps normal/final compilation will take forever. I will also >> concede that, as is, this map will NOT load into Half Life 2 (it has >> some t-junc errors because of the crenelations), but compiles and loads >> fine in L4D! :) But regardless, my building this particular map is more >> of an exercise in building this particular castle than building a >> "serious" Survival map; indeed, eventually I plan to break the castle >> up into a series of campaign maps... >> >> But yes, I agree, normally it's better to stick to smaller maps. But it >> /is/ possible to make very large structures/environments if one chooses >> to do so, without too much trouble. >> >> Bob. >> >> HoundDawg wrote: >> > I have too, but they don't work out well in multiplayer. The FPS goes >> > to hell and players really feel the lag bat constantly. There's a >> > reason why Valve added the 3D skybox feature, to give players the >> > illusion of huge areas, without the drawbacks. >> > >> > HoundDawg >> > >> > Soda Bob Curtis wrote: >> >> I've made very huge maps in Hammer with little to no problems. Yes, >> >> the compile times are sometimes long, but it never really crashes >> >> unless there's a problem with the map. Though, sure, sometimes I >> >> have bumped into the maximum X Y or Z parameter once it loads in HL2 >> >> (or Quake or Half Life) when doing huge maps, though. :) >> >> >> >> Bob. >> >> >> >> Phillip Marshall wrote: >> >> >> >>> Even if you could make an outrageously huge map, you might not >> >>> really want to. >> >>> >> >>> Think of it this way: If you could fit all five of Left 4 Dead's No >> >>> Mercy campaign maps into one, you would have to endure five times the >> >>> compile time, five times the memory load in Hammer – an application >> >>> which can be unstable enough as it is, five times the loading time >> >>> in-game, five times time the memory load in-game to the end user (who >> >>> might have a minimum spec machine that you have to consider), and five >> >>> times the server load on a multiplayer map. This isn’t even >> >>> considering that some aspects of this (like compile time maybe, I >> >>> don't know for sure) might multiply exponentially with size. So >> >>> basically, if you were to attempt to create anything up to Valve's >> >>> professional standards (think of Half-Life 2's levels that wind around >> >>> each other and overlap - Ravenholm for example - all the while >> >>> including tons of detail and gameplay), you are honestly better off >> >>> making a series of small, detail rich maps than making giant ones that >> >>> hold everything at once. >> >>> >> >>> Then again, you could be wanting to make giant open maps just to screw >> >>> around and play in (like flatgrass in Garry’s Mod), which would be >> >>> fine depending on what you want to put in the map. Just consider this >> >>> before rushing off to make the Left 4 Dead equivalent of the Empire >> >>> State Building. >> >>> >> >>> Maybe I should actually help answer the question: >> >>> I would imagine the absolute maximum size of any brush or level would >> >>> be the bounding box of the 2d views in hammer - if you zoom out all >> >>> the way, the grid only goes so far. I don’t know if you can draw >> >>> outside of those though, I’ve never tried. >> >>> >> >>> Thanks for listening to me ramble, I guess. Good luck on your map, >> >>> whatever it may turn out to be. >> >>> >> >>> Phillip Marshall >> >>> AKA wizpig64 >> >>> >> >>> On Wed, May 27, 2009 at 11:43 PM, Alex Guichet <[email protected]> >> >>> wrote: >> >>> >> > >> > >> >> -- >> Bob Curtis >> http://www.sodabob.com/ >> >> "The powers delegated by the proposed Constitution to the federal >> government, are few and defined. Those which are to remain in the State >> governments are numerous and indefinite. The former will be exercised >> principally on external objects, as war, peace, negotiation, and foreign >> commerce..." >> >> -- James Madison, Federalist No. 45 >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlmappers >> >> > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > -- Tim Messier _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlmappers
