![]() The intention is always to try to reach the desired result with the minimum number of splats and splines, but the limitation here is not as harsh as it is for the number of tiles: we still want nice looking maps in the end. Sometimes, it is useful to combine two or three of them, but it’s not good to use stacks of splats all over the place. While splats and splines are a good way to create most of the detailed parts of a map, stacking too many of them in the same area should be avoided. The details should be drawn with splats and splines, because they produce less lag and take up less memory. In general, it is recommended to use tiles only for the rough painting. One can monitor the number of tiles per chunk by going to the "tiles" tool and then activate "layer counts" on the top right. My suggestion is to use not more than 5-6 different tile setsfor the whole map, but be careful to never use more than 3 different tiles for each chunk. The first thing to look at when creating a map is to choose the set of tiles carefully, so that all the areas are covered with a minimum number of different tiles. It is pretty easy to lag even on high end computers if a map is poorly optimized, but it's especially important to optimize your map for users with a computer at the lower side of the spectrum so that everyone can play and enjoy it. The most important thing when talking about the technical aspects of a map, is the optimization part. ![]() Still, one should try to keep them independent as much as possible, especially when judging. However, Company of Heroes is a game that is influenced by map design more than any other RTS, so that even the first 3 points are connected in some way. The first 3 points should be more or less independent of each other, while the last point, "Fun Factor" is influenced by them. I will divide it into the four parts of a review This should be useful for both eventual map reviewers and map makers or even just interested readers. The article will be structured in the way that a map reviewer would use to evaluate the quality of maps. I will not go too much into detail about certain Worldbuilder tools, but rather give a widespread overview of what is important, when creating or judging the quality of a map. This will be a collection of important points when creating maps for Company of Heroes, but it can also be read as a guide for map reviewing. With this article I want to give those of you who are interested in the Worldbuilder and mapping, a chance to benefit from my experience. As a reference, I have been a Map Reviewer here at GameReplays for over a year and have been making Company of Heroes maps for almost 2 years now. OnkelSam, a prominent member of our community and a Map Reviewer for the Company of Heroes section for over 2 years has written a guide for developing and reviewing maps for Company of Heroes.
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