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-[Raven]-
17-11-2000, 22:14
When HL was first released, I didn't haste to hop into the provided level editor. So, I've been mapping, gaining experience for the past 2 years or so, and I came to this question:

2 years ago, a good map would have around 300-800 WPOLY at most areas. That was 2 years ago. Considering the speed of modern PCs, what r_speeds should we be looking at to be comfortable for todays specs?

Obviously, the idea being the more leeway you have for polycounts, the more detailed you can make your maps :)

+Cadaver+
17-11-2000, 22:34
I think the limits are pretty much the same still - I still never go above 800 if I can help it, although my average r_speeds are probably 400-550 rather than the 300-450 I aimed for a couple of years ago.
The HL engine is just too old really - even new PCs will choke on overly high poly levels, simply because of the inefficient way the HL engine works (it is a modified Quake I engine after all).

Wait for the TF2 engine to go crazy with detail and open spaces:D

-[Raven]-
18-11-2000, 00:34
hmm

ok-dokey then, I know your one of WPs resident map-dudes, so I'll take your word for it. I'm pretty sure they're retaining the CSG architecture method for TF2, seeing as its gonna be made with a (new) version of WC, which is good, cos I can't do any weird mapping like they have in UT et al

Makes me :rolling:

pah, thanks anyway dude.

Y,see, I've decided to go full boar and try to attempt a small mini set of HL SP levels. I've got the experienec, I know all the tricks of the trade, I just make maps at snail pace, mostly due to lack of planning, as I faff around wondering what to do next. I've never released anything before, and if it ain't good I prolly won't release it either, which I think is a stance many new mappers would take care to notice.

Why did I bother telling you lot that? It doesn't matter to you lot neway :P

ProdigyFox
18-11-2000, 13:31
aint nothing wrong with unreal editing :) ive played around with a lot of level editors and each has its advantage. unrealED is quite efficient and easier then it looks to pick up, want to make a room? No problem, make a square, subtract and your done ;)

-[Raven]-
18-11-2000, 13:40
Yeah, its the concept of it though. Given persistence, yeah, but I don't think I'd be able to suss it the way I did with CSG. Subtract?! gah. Making hallways sounds like fun.

bah, I don't care :D

Gwil Da Skank Of TA
18-11-2000, 14:49
-[Raven]- if you do make these SP maps, can i test em out for ya?
pleeeeeeease?

ProdigyFox
18-11-2000, 20:06
...now jediknight editing, that was a nightmare!

-[Raven]-
18-11-2000, 21:13
Only if I feel that the maps will be worthy of release.

It'll be small, but (very) high quality. Well, its what I'm aiming for. I'll see....

Shaka Zulu
25-11-2000, 13:24
Originally posted by +Cadaver+
Wait for the TF2 engine to go crazy with detail and open spaces:D

i will! :)

also the thing that bothered me in HL is the max size of maps, u can only make pretty small ones (right?), and the bigger ones probably have the available map space all stuffed up..i heard TF2 is gonna have maps about 4 times the size of an average CS map...if this is true then it would r0x0r :)

-[Raven]-
25-11-2000, 14:21
Originally posted by Shaka Zulu
Originally posted by +Cadaver+
Wait for the TF2 engine to go crazy with detail and open spaces:D

i will! :)

also the thing that bothered me in HL is the max size of maps, u can only make pretty small ones (right?), and the bigger ones probably have the available map space all stuffed up..i heard TF2 is gonna have maps about 4 times the size of an average CS map...if this is true then it would r0x0r :)

Pretty much 100% correct.

TF2 uses alot of models for the scenery. I mean, alot. Vases, lamps, overhanging drapes. And because it features LOD on models, the engine can handle all of the world based geometry easily, as there won't be much of it. It'll just be models, which shouldn't affect it too much, because of the LOD. The only problem I forsee with this is with 3rd party maps, as a level designer will now need the help of a good modeller too :(

[C5]ACiD
02-12-2000, 02:03
well i do both, and i have to tell you, making a model is a hell of a lot easier than making a prefab.
ps. if ne1 wants models for thier maps just holler