How big is too big? Created 15 years ago2008-12-15 01:19:44 UTC by Guinea Pirate Guinea Pirate

Created 15 years ago2008-12-15 01:19:44 UTC by Guinea Pirate Guinea Pirate

Posted 15 years ago2008-12-15 01:19:44 UTC Post #259985
I've been working on a CS Source map on and off for a while, and I'm concerned the size of my map (area wise) has gotten too large. Are there any sort of guidelines on optimal size for a de_map?
Posted 15 years ago2008-12-15 03:10:05 UTC Post #259986
If it takes you more than 30 seconds to run from one end of the map to the farthest end of the map, it's too big.

It should take less than ten seconds to run from one bomb site to the other.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 15 years ago2008-12-15 03:17:17 UTC Post #259987
Says who? I can think of multiple official maps that take longer than that.
Posted 15 years ago2008-12-15 04:00:44 UTC Post #259988
If you make a bigger map, than it will only be able to handle less detail. And if you make a small map, you can cram in much more detail...
Posted 15 years ago2008-12-15 04:31:17 UTC Post #259989
If it takes you more than 30 seconds to run from one end of the map to the farthest end of the map, it's too big.

It should take less than ten seconds to run from one bomb site to the other.
I'm thinking it falls within those. Though I think it may have too many places to hide/ too many routes. Of course, de_dust2 and de_inferno are fairly complex and are still popular.

My map involves 3 houses and interconnecting outdoor areas. The first house is small, with 1 level. The second house is larger, with 2 levels. The third house is the largest, with 3 levels - though each level doesn't have a huge amount of floor space. Sound too complex/large? I can scale back if I need to.
Posted 15 years ago2008-12-15 23:19:09 UTC Post #260029
User posted image


Here is an overview shot. The buildings in the middle cannot be entered; however, there is an alleyway between them.
Posted 15 years ago2008-12-16 00:03:20 UTC Post #260030
Try loading up the map with ten (expert) bots and just watch them go at several rounds, the more the better. It will give you a good idea of the pacing of the map. If the rounds take forever and your little lab rats end up running circles in the maze, you may want to scale it down a bit to speed up the pacing.

I know bots are dumb, but assuming you don't have ten gamers chained to their rigs and locked up in your basement, it's a good option.
Posted 15 years ago2008-12-16 01:33:43 UTC Post #260034
I'm working toward that. Still gotta work on a few things to make it fully navigable. Though I will say, I've seen bots play a lot better than some human players.
Posted 15 years ago2008-12-16 01:53:39 UTC Post #260035
Says who? I can think of multiple official maps that take longer than that.
Really? 30 seconds is a long time if you time yourself.

Have you timed your run in, say, de_aztec?
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 15 years ago2008-12-16 11:44:40 UTC Post #260055
Aztec is probably 15 sec from site to site. Depending which route you take.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2008-12-16 12:04:10 UTC Post #260059
Well, obviously, you'd take the shortest one.
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