I think the real issue with the map I saw was the single narrow passage.
Here are some general thoughts.
"Does size matter?" Yes and no. Water is a huge culprit on a large scale, so if you don't need it remove it from the map. Remember, by default, when you make a new map, this water will also be in the border area of your map so keep your border small. Ten is all you need for a border in most cases.
I can't stress enough how overlapping areas and incorrectly labeled pathways can mess up a maps performance. The AI has orders to build their base using these labels as a guide to their orientation on the map and if they can't find these pathways, there will be problems. If bases are too small there will also be problems, so I would base my map on a minimum base size of 1000 feet for the inner perimeter, Plus the outer perimeter that goes around this and then still leave room for a combat zone.
One could say that on an eight-player map, with that many units you're bound to see lag. This is true, but the real resource consumer, are the units figuring out the terrain itself. Even with a huge number of units on a large map, if the terrain is flat and areas and pathways are correctly placed and labeled you wouldn't find too much lag. If they're all trying to get through a narrow passage, you're going to have lag.
One way to get a good look at how well you've placed your areas and to check a maps performance based on size alone would be to export your buildings (supply docks) and areas (and pathways) into a blank map. When the terrain is flat you can see very clearly if any areas are overlapping. To do this, go to Edit/ Scripts⦠and click the Export Script(s) button. Have all boxes checked (you don't really need "Sides") and select the "Export All Scripts" mode. Save this to a location you can find. Make a new map the same size and add the skirmish players. Then go to the script area and import your script file. This should add all areas, start positions and pathways along with any buildings you had. Remove the "Default Water" area and save this test map. If your areas and pathways are done well, you should have very little lag when running this test map.
If you find a significant difference in map performance, look for ways to improve the ways units get around on your real map. Feather out any rough terrain and click "Ctrl I" on your keyboard to show impassable terrain and paint a smooth transition edge between passable and impassable terrain so units don't get stuck in the hills. An overload of trees or other animated objects can also slow things down so only use what you need.
Sure, the bigger the map, the more it will lag, but if you make the map well you can minimize it. Going too small can crowd the players making it harder to build and get around. Find a balance for what you're trying to do. For example: You might consider spreading the SIX and the TWO player sides of the map farther apart and have more of a funneling terrain feature. As you're trying to get six players to use a narrow passage, this might help.
Edited by user
17 years ago |
Reason: Not specified