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Old 09-15-2008, 09:58 AM   #15 (permalink)
8IronBob
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Default Re: 11hours and more to compile???

Heh... Makes me wonder how long it would take to compile, let's say, a GTA-style map for CS? One that takes place in a few city blocks worth of buildings, and a couple of bomb sites around, that makes me wonder what it would take, primarily. That's what I'm looking into myself, since I know that a lot of the brushes are buildings surrounding the bomb sites and the CT and T Spawns. I've been a big fan of Saints Row and GTA Vice City, and to bring some missions like that to CSS, well, that sounds like it'll be a resource hog.

I mean, an open-world, sandbox map for CSS would probably push the Source technology envelope, to say the least, whether or not it would even allow for something like that. You're not alone, _Wraith_, I'm sort of concerned about how much of a hog that something like mine would be, a bunch of buildings in a 4096x4096x2048 area, and a few of those buildings being ones you can enter, like some in the middle of the map, like an apartment building, and the two bomb sites, one in the upstairs area of a bar, and the other on the top of a parking garage, and of course, your two spawn points on other sides of the map, hmm...

Last edited by 8IronBob; 09-15-2008 at 10:04 AM.
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Old 09-15-2008, 10:17 AM   #16 (permalink)
_Wraith_
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Default Re: 11hours and more to compile???

Quote:
Originally Posted by 8IronBob View Post
Heh... Makes me wonder how long it would take to compile, let's say, a GTA-style map for CS? One that takes place in a few city blocks worth of buildings, and a couple of bomb sites around, that makes me wonder what it would take, primarily. That's what I'm looking into myself, since I know that a lot of the brushes are buildings surrounding the bomb sites and the CT and T Spawns. I've been a big fan of Saints Row and GTA Vice City, and to bring some missions like that to CSS, well, that sounds like it'll be a resource hog.

I mean, an open-world, sandbox map for CSS would probably push the Source technology envelope, to say the least, whether or not it would even allow for something like that. You're not alone, _Wraith_, I'm sort of concerned about how much of a hog that something like mine would be, a bunch of buildings in a 4096x4096x2048 area, and a few of those buildings being ones you can enter, like some in the middle of the map, like an apartment building, and the two bomb sites, one in the upstairs area of a bar, and the other on the top of a parking garage, and of course, your two spawn points on other sides of the map, hmm...
that sounds good! .. my map area extends to: 1632-2928-824 .. and now that i've converted lots of burushes to func_wall it's taking me 2h30 to compile.. but it doesnt seem to be that as complex as yours! .. take a look on cs_assault textures! i've got to the point that to do a big map expend lots of time in the textures so you do not have to do to much brushes to get pretty! .. i think you'll understand!
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Old 09-15-2008, 11:03 AM   #17 (permalink)
Mr.Bob
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Default Re: 11hours and more to compile???

If you make it too big then it gets into the 50MB + sizes and takes 5+ minutes to download, even with FastDL. People won't want to play it because of the slow download and then the lag they'll get. You would have to make most of your buildings solid blocks that you couldn't go into as you would use all your resource space that is given to you. I have tried to put a lot of the maps I made into one big map, surprisingly they fit, but I used 2-3 times what I could use for resources. Not to mention the 2k-3k in lights, that alone is a few days to compile and twice as long if done with HDR. Keep it small and simple, make it fun yet a challenge and place opjects in fair places so as not to throw the map towards a single team.
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