This is one of the map i want to work on since a very long time. Its one of favorite maps, build by a team of good map makers, this map is awesome but has a major issue: its laggy.
I will ask for authorisation for map makers that did it, if they are still active. one of them is Neroleone if i remember.
La Chaudiere (6)My plan is to put a
drastic revision focused on optimisation on this map, aswell as a
modification of victory points locations.
Imho sector values are excellent (40 Fuel and 70 Ammo). Maybe some manpower points locations could be modified, but so far rest of sector layout looks ok to me.
Optimisation: well i noticed at least 5 or 6 sources of water, ill have to get rid of most of them. I think we can keep the lake.
i'll try to smooth terrain as much as i can to reduce tesselation of the ground, and i'm pretty sure i'll have to remove half of the trees (i'll do my best to keep the map overall look as close as its possible). Same for houses, i'll have to remove a couple of em, or replace em by ruined walls that cost way less ressources for engine.. Also some walls are not good for gameplay, and increase lags at some key locations so a couple of loong walls will be open/broken/removed.
Also i will remove the rain and make the 'Dusk' athmosphere setting a real dusk.
VP locations:i made a little draft of what it could be on photoshop.
Current VP locations:
Possible New locations:
Feel free to help me to place those VP if you think we can have better placement.
Edit:- 40+ sources of water in the map.. ok its pretty, but cant match to a 3v3 in BK. Most of them are in OoB, but still, 40+ is way too much, ill try to get down to less than 10 including 3 within battle area.
- i also found that some walls (like the church's) were accidentaly cloned into each others.
- I started terrain smoothing and recreation of ditchs along roads with splines 'deform', instead of pure Heightmap editor. goal is to make roads and its side perfectly flat for heightmap, and then use spline's deform to recreate the same reliefs than it was on the old version. for players, it will look the same, but for engine, it will be way easier to handle.
- Also i started to remove a lots of tiny objects that where nearly not visible, sometimes completly invisible into ground (legacy of some older relief probably), and im also starting to choose the trees that will be removed (goals is to make forest looks nearly the same, but with 1/3 trees less.
So its a indept revision, but i think that we can gain a lot of fps, without loosing the spirit of the map.