hey guys I am wondering if I am going to run into an issue here, and wanted to post and ask before I spent several days working only to have it die on me. anyway I am using the "sight & pathing" blocker doodads, and was wondering if I am going to run in to a maximum number of them on the map... to play with I made a small footprint building and built up its blockers... there are 90 of the little guys in just that one small building... if my plans work out like I have written down there will be over 5-6 thousand of those doodads (just the blockers, not including visuals) so I was wondering if anyone had run any testing to see how that does to the game engine, if not I will do some testing on my own, but I was seeing what the community had found first :) here are pics of the layout and visual sets for the little building i built
I'm pretty sure that this will be noticed by people with no high-end computers. But if you really want to be sure you will need to test it. Make sure you test it online and not with test-map ;)
If you need the sight blocking for some sort of 3rd person map you should maybe think about making bigger sized blockers so you can try to keep the number of objects lower.
Another possiblity would be to turn off autoattack and trigger the line of sight stuff yourself. This can become pretty challenging and will require you to set up the doodads newly, but on the other hand could be much more flexible.
So why do you need so many blockers? Are you creating a maze? :D
The concept I am working with is to have a 256x256 map with a 128x128(which will be 20 city blocks square) "main section" which is like an overview like in regular starcraft built like a major city. Where you have to capture territory. When you go to capture a building, it kick into a submap with the internals of that building/territory. So you have to fight your way through the building and clear it completely before you can "capture it". Well i have 30 building types or so planned, some pretty big, some multi story... This small footprint building is on a 24x24 plot, that lets me have 75 or so plots that big in the unused space in the map. If i build the walls to the grid i can fit a much larger footprint on the same plot. With the emphasis on room to room fighting i need the los to work properly "in" the buildings
At the end of the day 75 plots x 90 blocks = 6750 blockers approx give or take depending on wall density
I made a test map and built a maze out of the pathing/sight blockers... there is no practical limit except that the editor chokes when manipulating huge numbers of them at once.
my test map has 8450 blockers making the maze. i got bored and made a zergling run it from one end to the other and even with metabolic boost, it takes it over 25 minutes to run the path.
I also got bored and redid the follow unit camera, it is much nicer now and worth taking a look at if only for that... anyway run my test map and let me know what you guys think :)
oh bonus points to anyone who can name the pattern of the maze :)
hey guys I am wondering if I am going to run into an issue here, and wanted to post and ask before I spent several days working only to have it die on me. anyway I am using the "sight & pathing" blocker doodads, and was wondering if I am going to run in to a maximum number of them on the map... to play with I made a small footprint building and built up its blockers... there are 90 of the little guys in just that one small building... if my plans work out like I have written down there will be over 5-6 thousand of those doodads (just the blockers, not including visuals) so I was wondering if anyone had run any testing to see how that does to the game engine, if not I will do some testing on my own, but I was seeing what the community had found first :) here are pics of the layout and visual sets for the little building i built
I know it doesn't include LoS blocking, but you could use the pathing brush to make it unwalkable.
I'm pretty sure that this will be noticed by people with no high-end computers. But if you really want to be sure you will need to test it. Make sure you test it online and not with test-map ;)
If you need the sight blocking for some sort of 3rd person map you should maybe think about making bigger sized blockers so you can try to keep the number of objects lower.
Another possiblity would be to turn off autoattack and trigger the line of sight stuff yourself. This can become pretty challenging and will require you to set up the doodads newly, but on the other hand could be much more flexible.
So why do you need so many blockers? Are you creating a maze? :D
The concept I am working with is to have a 256x256 map with a 128x128(which will be 20 city blocks square) "main section" which is like an overview like in regular starcraft built like a major city. Where you have to capture territory. When you go to capture a building, it kick into a submap with the internals of that building/territory. So you have to fight your way through the building and clear it completely before you can "capture it". Well i have 30 building types or so planned, some pretty big, some multi story... This small footprint building is on a 24x24 plot, that lets me have 75 or so plots that big in the unused space in the map. If i build the walls to the grid i can fit a much larger footprint on the same plot. With the emphasis on room to room fighting i need the los to work properly "in" the buildings
At the end of the day 75 plots x 90 blocks = 6750 blockers approx give or take depending on wall density
ok so here is tonights work.
I made a test map and built a maze out of the pathing/sight blockers... there is no practical limit except that the editor chokes when manipulating huge numbers of them at once.
my test map has 8450 blockers making the maze. i got bored and made a zergling run it from one end to the other and even with metabolic boost, it takes it over 25 minutes to run the path.
I also got bored and redid the follow unit camera, it is much nicer now and worth taking a look at if only for that... anyway run my test map and let me know what you guys think :)
oh bonus points to anyone who can name the pattern of the maze :)