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Map wish: The Heights

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Watchmaker:
The biggest limiter of using clouds is how expensive they are for the client to render.

This proposed map would spill the blood of many an innocent integrated GPU.

Indreams:
Well, instead of normal clouds, couldn't you do a, a, different cloud?

So, instead of rendering million clouds to make ceiling and floor, make one static cloud for each layer. Just a box of rectangular-ish polygons that move around a little (like water?)....  Just an idea.

Richard LeMoon:
Thanks, Watchmaker. What is the highest number of clouds used in a current map, and what is their diameter? There could be some cheaty ways of designing this type of 'layered' map to use less clouds, but make it look like more.

Further ideas, well, more like explanations for this map tie into the existing lore of poisoned ground. The lower clouds could be literally toxic instead of storm or dust clouds. Since they are a different type of cloud, perhaps (game killing) flares cloud not be used past the top layer.

Hmmm..... interesting thought. What if, rather than filling the lower toxic layer with clouds, you did the opposite? Once you were below a certain height, just your ship would be surrounded by a few clouds. Like creating tar clouds in your path of movement. No other clouds would exist to your client. The same would happen to other ships. In effect, each ship would have its own bubble of clouds that could only bee seen by them (thus simulating Canyon Ambush.... everywhere you go). The only time you could see another ship is if they passed into your cloud bubble. Spectators would not have any 'toxic' clouds at all, so could see all the lower level action. Could possibly even utilize the water shader in some way.

Three problems solved at once. Minimal clouds (at least in the lowest toxic layer), no flare lag, and open view to spectators.

Watchmaker:
My point being merely that we'd have to do something highly customized for such a map to work.  Yes, there are possible solutions.

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