Sam

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Hi, ok -I just want to say a few things then I will let the banter begin...

First off, the Cell Arena does not have loads of tall rocks everywhere for people to hide behind, it is mostly open desert with a few rocky outcrops.

Secondly, the Cell Arena is a LOT bigger than what is in that picture. I talking here about the actual arena itself and not the map as a whole.

Third and last thing, you need to make the confines of the arena a LOT bigger, you need more height and a lot more open desert after the arena. Less places to hide, and more to dodge -makes the battles more exciting.

Ok, thats all from me.
 
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beta will have scale down, the maps with be massize, so shut up....
 
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*adding to Akuma: Second Cell Arena has been removed and Zero redid an even bigger map of it...
 
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what kind of stupid thread is this anyway???
 
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a few month ago i tried to make a map of the kame house... everywhere was water and it was incredible laggy...
 
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It wasen´t optemized

The map you did was cool but you didn´t optimice it...
it was very slow...
and all that problems are fix able

sorry for my spelling
 
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When you make a map that's filled with water, it will become very framey for some reason. Not to be confused with lag.
 
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It's been like that since GL Quake 1. It has to do with the water transparency and fill rates. I forget the whole thing. What's important though is that the engine limitation carries from Quake 2's engine (why o why did Valve not fix it ;/)
 
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what i wanna know is why is the cell arena in a big casim?
 

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2 reasons:

1) If the area was wide open, it would look a little stupid floating to the "edge" of the map and being able to look out/down into nothing but the sky box.

2) There are a lot of rocks and things there to block the player's view. When you look an entire map at one time, it kills your framerate - Halflife just wasn't made to handle lots of polys.
 
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Um . . . . yeah Night . . .

*hands you the most useless post award after ripping it out of Hibiki's hands . . .

:p
 
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Re: Um . . . . yeah Night . . .

Originally posted by Cucumba!
*hands you the most useless post award after ripping it out of Hibiki's hands . . .

:p
but i wanted that award

wee you got to relize that not everything in ESF is going to be exact but it will be close
 
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hey... my award... :'(



anyway excuse me for being ignorent but wouldnt there be less polys in a wide open map? cause of the lack of walls...
 
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The size of texture also creates huge amounts of lagg. Happens from large open areas... that is why it is difficult to make esf maps
 

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