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 Post subject: Re: General Map Discussion
PostPosted: Wed May 25, 2011 8:12 pm 
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aroke453 wrote:
im just wondering, what are the standard distances (from each other) for the respawn points?

Templates can be found here
AA Template for Dash/Evolved 2.5 units
OS Template for Vanilla 1.8 units

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 Post subject: Re: General Map Discussion
PostPosted: Wed May 25, 2011 8:13 pm 
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thank you!

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 Post subject: Re: General Map Discussion
PostPosted: Thu May 26, 2011 11:06 am 
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Thanks, Nokyard. Just wanted to confirm that.

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 Post subject: Re: General Map Discussion
PostPosted: Thu Jun 23, 2011 6:52 am 
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Okay, so I am posting this two days before actual forging begins. I have an idea for a map that I would seriously appreciate some help on. It will take quiet awhile to forge and probably longer to clean up any sloppy edges. If you are interested in giving me a hand plz pm me on here. Thanks!

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 Post subject: Re: General Map Discussion
PostPosted: Sat Jun 25, 2011 10:15 am 
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So, while making a map today I was goofing around really...I created a new gametype for Grifball. I just need some help setting it up a little bit more.

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 Post subject: Re: General Map Discussion
PostPosted: Sun Jun 26, 2011 5:09 pm 
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any tips on how to reduce framerate lag?

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 Post subject: Re: General Map Discussion
PostPosted: Sun Jun 26, 2011 7:04 pm 
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Couple ideas...dont overlap objects too much. lines of sight need to be cut off. If you have one wall that is made out of the grid you can see through it. Everything on the other side of that wall will be rendering therefore causing lag. It really depends though on what your map looks like. If you want send me an invite sometime and I will give you some advice to minimize the lag. ;)

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 Post subject: Re: General Map Discussion
PostPosted: Mon Jun 27, 2011 3:14 am 
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confusing, but okay will do! but im curious now, how come roofless maps dont have high framerate lag?

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 Post subject: Re: General Map Discussion
PostPosted: Mon Jun 27, 2011 11:04 am 
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Mainly because few people are looking at the roof most the time. Also the sky is a painted skybox. It has no physical geometry. It also requires less memory to render. Though some people believe that an open ended space in forge world from Colosseum to beaches of Blood Gulch if you had a single line of sight and no island or alaska or montana in the way that the beach would also be considered a "skybox" since its distance is so far away the engine tries to minimize memory for spaces to load.

Essentially closed in maps are better unless you have a map similar to Grifball Colosseum.

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 Post subject: Re: General Map Discussion
PostPosted: Tue Jun 28, 2011 1:21 am 
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Taco mentioned my grid needs to be above my floor? I'm not entirely sure why this needs to be, how does that effect frame rate and do i need the grid to begin with? he also mentioned if i had a floor that didn't need it, any examples? By the way thanks for answering all my questions!

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 Post subject: Re: General Map Discussion
PostPosted: Tue Jun 28, 2011 3:25 am 
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one thing the Grid is good for is generic measurement. It is also good for making a perfectly flat floor within the dimensions of most court sizes.

One thing you might want to do is first take a block and set it at 0,0,26 on forge world. do not shift the x,y, or z axis any. You want your pitch, roll, and yaw all to remain at 0. When you place the block make sure it is at 0,0,26. Then grab another block and put it at 1,0,26. Then put another block at -1,0,26. Another at 0,1,26, and finally 0,-1,26 if you use the 1 by 1 block you will notice you now have a plus sign or an X.

fill in the gaps between these until you have a 3x3 square.
remaining blocks needed 4. place at the following coordinates.
1,1,26
1,-1,26
-1,1,26
-1,-1, 26

Now you should have a perfect square...well from directly above atleast. Now drop down and stand on this object and walk over the spaces between the blocks. You will notice...if you did not touch the pitch, roll, or yaw that it is perfectly flat.

Essentially what you are doing is placing an object in its default position. when you do this it defaults much easier to simple coordinate systems. Such as 1,1,26 or even 10,10, 26...or whatever your poison may be. There will also be no z-fighting which is also a perputrator of framerate issues/lag.

when making a flat floor without the grid you want to use a default placement as much as possible to reduce bumps and z-fighting.

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 Post subject: Re: General Map Discussion
PostPosted: Tue Jun 28, 2011 12:46 pm 
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great advice! I think my next map will be much better :] thank you very much

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 Post subject: Re: General Map Discussion
PostPosted: Tue Jun 28, 2011 2:06 pm 
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xDADDYDUCKx wrote:
Taco mentioned my grid needs to be above my floor? I'm not entirely sure why this needs to be, how does that effect frame rate and do i need the grid to begin with? he also mentioned if i had a floor that didn't need it, any examples? By the way thanks for answering all my questions!
The main reason for using the Grid as the floor is to prevent players from being prematurely 'kicked' out of an Evade when they hit a bump. We also found the Grid has 2 sides of animation so we try to manually set it as low as possible so only one of the sides shows.

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 Post subject: Re: General Map Discussion
PostPosted: Mon Jul 04, 2011 2:17 pm 
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Hopefully my new map Overseer isn't too bad when it comes to the advice I was given. Not perfect yet, but I hope it's an improvement from my first map

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 Post subject: Re: General Map Discussion
PostPosted: Fri Jul 15, 2011 10:10 pm 
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Hey Guys im asking for the community to make there own grifgoose arena's and submit them to the IHRGL try using some of the features used on our original map thanx

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