main map area do you mean where you first choose a map to go to where there's the spinning cubes and such? On Wed, Jun 24, 2009 at 7:32 PM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote: > Okay, what I am going to do then is build the first and first part of the > second floor together, put the maze as another map, then the ceiling and > beast rooms as a third > > By the way, on the main map area, I get an average of 21 FPS. Shadows on. > > > On Wed, Jun 24, 2009 at 9:29 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > >> It is pretty intricate >> >> Hard to say if it will be necesary to split it up or not! >> >> If you want to play it safe split it up, if you want to see if we'll have >> problems or not leave it one map. >> >> i dunno i think we wont know til it's built >> On Wed, Jun 24, 2009 at 7:26 PM, Nick Klotz <roracsenshi@xxxxxxxxx>wrote: >> >>> Basically what I am worried about is cost. I can put the entire thing >>> into the same map if that is what you want. Otherwise, what I am asking is: >>> if the areas should be partitioned. First floor + basement under the >>> diamond path, followed by the maze, then ceiling trap/beast room, >>> >>> >>> >>> >>> On Wed, Jun 24, 2009 at 9:18 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>> >>>> ok >>>> >>>> On Wed, Jun 24, 2009 at 7:15 PM, Nick Klotz <roracsenshi@xxxxxxxxx>wrote: >>>> >>>>> Well concerning camera, I don't believe that would be an issue with >>>>> this because I can make the ceiling very high to compensate for the angle. >>>>> I'll get a cheap outline to show you what I mean specifically in a few >>>>> minutes. (: >>>>> >>>>> >>>>> >>>>> On Wed, Jun 24, 2009 at 9:11 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>>>> >>>>>> images would help yeah! >>>>>> >>>>>> from the sounds of it, cost isnt an issue but multiple levels stacked >>>>>> on top of eachother could be difficult to deal with because of camera >>>>>> concerns. >>>>>> >>>>>> There used to be a setting (that is broken now but could be fixed) in >>>>>> config.lua where basically if an object was inbetween you and the camera, >>>>>> the camera would pop to be in front of the object so the player is never >>>>>> obscured. >>>>>> >>>>>> If I fixed it we could just have that be the norm, and that would fix >>>>>> the problem of the player being on floor 1 while the camera is lookin at >>>>>> the >>>>>> player from floor 2. >>>>>> On Wed, Jun 24, 2009 at 7:02 PM, Nick Klotz >>>>>> <roracsenshi@xxxxxxxxx>wrote: >>>>>> >>>>>>> With the current layout I have three separate floors for the temple. >>>>>>> At this time, the floor with the diamond path is connected to the >>>>>>> basement, >>>>>>> if you stray from the path you'll fall directly into the basement. If >>>>>>> you >>>>>>> get through, there is an elevator that takes you down to the basement. >>>>>>> Should the first floor/elevator be built on its own map, and script the >>>>>>> player to the next room via falling (in which case no matter where you >>>>>>> fall >>>>>>> you end up in the same spot)/elevator, or should I include the basement >>>>>>> along with the same map, and partition the maze/ceiling trap/beast rooms >>>>>>> into separate maps in order to keep the cost down? >>>>>>> Images provided if necessary. >>>>>>> >>>>>> >>>>>> >>>>> >>>> >>> >> >