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Old 11-16-2011, 01:34 PM   #1
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Question Cp_Barry_Scrapyard


Ok I got an idea for a cp map. It takes place in Barry Island Scrapyard in North Wales in 1967. The Blu and Red teams start in smelting warehouses while the battlefield is filled with sidings with old ex-GWR and LMS locomotives. The map is divided by a two-track mainline with BR diesels running up and down from the Welsh mainline which could flatten you if you stand in their way. The 4 control points are located in small corrugated huts anywhere on the map. There can even be a Halloween version where ghosts of engine drivers haunt the map and the mainline can be run by the ghosts of the engines in the scrapyard.

There is my idea. Tell me what you think of it.

Sincerely,
Nicholas Webster
 
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Old 11-16-2011, 02:01 PM   #2
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A scrapyard is a really cool idea, but it would be very hard to optimise- maps with tons of props are difficult to optimise at times.

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Old 11-16-2011, 03:22 PM   #3
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Quote:
Originally Posted by LeSwordfish View Post
A scrapyard is a really cool idea, but it would be very hard to optimise- maps with tons of props are difficult to optimise at times.
Yeah because we need British steam/diesel locomotives for the map and all we have is an American Blu/Red SD-40/2 Diesel.
 
Last edited by Hassan Chop!; 11-16-2011 at 03:24 PM.
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Old 11-16-2011, 03:58 PM   #4
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Well no, thats not what he meant.

To optimize means to make the map running better and smoother for something, so you get high FPS. Adding props and using scrap piles would be horrible, you would need to find a way to virtually cut the visleafs down. (in essence, cut down what the person renders)
 
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Old 11-16-2011, 04:44 PM   #5
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Question Cp_Barry_Scrapyard


Quote:
Originally Posted by Fr0Z3n View Post
Well no, thats not what he meant.

To optimize means to make the map running better and smoother for something, so you get high FPS. Adding props and using scrap piles would be horrible, you would need to find a way to virtually cut the visleafs down. (in essence, cut down what the person renders)
The engines in Barry Scrapyard weren't put in piles like most scrapyards. They were left in railway sidings to rust and day by day would the scrapmen pull them apart for smeltering. And I was thinking about using new scratchmade 3D models of the engines, I'm an expert in this field.
 
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Old 11-16-2011, 05:04 PM   #6
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Expert in the field of modeling? or Mapping?


If you were an expert in mapping, you would've understood what I said. It would be very hard to optimize a map like this, it would have to be very very small, and a lot of people would need high end comps or you'd need very low poly, cheap-to-render models.
 
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Old 11-16-2011, 05:56 PM   #7
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Well I am in the field of modeling. I don't know how to model Tf2 maps yet, but I know more than a thing or two about modeling steam locomotives. If I can make you an example, you'll see what I mean.
 
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Old 11-16-2011, 06:21 PM   #8
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I do not doubt your modeling skills, but that isn't at question here. You keep missing what I'm saying.

You can't make a good map with just props. (For reason why, see my previous posts)
 
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Old 11-16-2011, 09:12 PM   #9
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The problem with props is that the game's rendering engine has to work harder to keep making them. What you're describing sounds like it would be possible (I take it it's like cp_Well?), if the sightlines were restricted (e.g., you would have probably about 2 sidings with perhaps 2-3 locomotives per siding, then you would have to have a building of some sort to block visibility).

The game can only handle a certain number of props per area, so, while definitely possible, care must be taken to ensure that each area is closed off enough that there are very few overlapping visleaves and thus less props to render.

I honestly don't think you'll have much of a problem if you just emulate the number of tracks visible in cp_Freight or cp_Well, but it's something to consider nonetheless.

E: 4 Control Points? Not 5? There are typically 5 Control Points in a CP map: 1 in each base (the "Spytech" area), 1 in each facade (Smelting Warehouses, as you say), and 1 in the very center of the map (I would guess between the 2 mainlines).

If you're going for A/D, 4 is also a very strange number to have. There are typically either 2 CPs per round (Gorge, Dustbowl) or 3 CPs total (Gravel Pit). If you're going for 2 per round, keep in mind that there are typically 3 rounds per game, so you couldn't have 4 there either, you would have to have 6. Multi-round maps can get very resource-intensive, however, so to avoid issues with that, I would suggest you stick at a 2-or-3 CP single round A/D format, or a 5 CP "Push" map.

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Last edited by English Mobster; 11-16-2011 at 09:17 PM.
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Old 11-16-2011, 09:44 PM   #10
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Learn the Unity engine
 
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