TeamLiquid Map Contest 5 - Page 7
Forum Index > SC2 Maps & Custom Games |
Xenotolerance
United States464 Posts
| ||
-NegativeZero-
United States2136 Posts
| ||
OtherWorld
France17333 Posts
On January 26 2015 20:14 fluidrone wrote: eye candy so far is luxurious, thank you very much for showcasing your submissions + Show Spoiler + + Show Spoiler + + Show Spoiler + That's an outdated overview though. I updated it now. On January 26 2015 20:21 Xenotolerance wrote: The aesthetic work so far is indeed intimidating. I feel like my work is pretty clearly not on this level, so I will have to try and make improvements in the weeks remaining before the deadline... criminy Just put Protoss decals (; | ||
| ||
Xenotolerance
United States464 Posts
really though it looks cool, nice cliffs. | ||
Psione
United States45 Posts
In both Blizzard and community maps, we start the performance passes once we receive a map that has received final art. This testing involves an automated process where we ensure that a map reaches a minimum FPS value (40) across various systems and graphic settings. Beyond testing on high-end machines, we make sure to test on medium and lower-end machines that are currently supported. This is a major point to remember. Offline tournaments can control the hardware being used at the event (usually very high-end), but the ladder must support a wide variety of hardware from the entire player base. During this automated process, a FPS heat map is also created. While we look for the total average FPS to meet acceptable levels, we also ensure that no single section of the map has significant issues. For example, the map may have an acceptable average FPS but have performance issues in the middle of the map where a large cluster of doodads reside. Using the heat map, we can pinpoint a problem area like this and make adjustments to alleviate the issue. However, despite our ability to pinpoint problem areas, getting performance to appropriate levels can be difficult at times. Part of this is due to our desire to alter community maps as little as possible. So usually it’s a balance of trying to make big performance gains while also trying to keep the look of the map intact. While it would be easy to improve performance by gutting the art on the map, we respect the time put into the look of the map and try to stay true to the original vision. Each time changes are made, the map tests are run again. This is where you find how much was gained from the changes. Making map adjustments and re-testing can take a good deal of time if the issues aren’t improving through small tweaks. If performance issues persist, at some point we’re forced to make more drastic changes to ensure it meets minimum requirements. A few points to help keep performance reasonable. Try to avoid the following: Hidden effects or doodads
Excessive splat usage
Excessive doodad usage
Excessive weather effects
Excessive use of water
Excessive use of “expensive” or large doodads with terrain materials
There isn’t a magical formula that makes performance great. We know it can be difficult at times, especially if you’re trying to push the look of your map to the limit. But if you keep these things in mind, hopefully it will help you make choices that can keep the look right while also keeping reasonable performance. | ||
Meavis
Netherlands1297 Posts
| ||
Psione
United States45 Posts
On January 27 2015 09:59 Meavis wrote: If thats the case, why are there like 20damn blizzard weather effect doodads on blackfrost, you guys can't even follow your own standard These aren't rules that will prevent a map from being used. These are all tips for situations where performance can be impacted through seemingly innocent map changes. You can take note of these tips and consider them when they might be relevant, or you can ignore them and make maps as you see fit. I offered these points to help map makers that are interested, not to give ammo to those that only look to argue. But it's your choice on how you want to use it. | ||
tomastaz
United States976 Posts
| ||
Arianity
United States7 Posts
| ||
Antares777
United States1971 Posts
On January 27 2015 11:32 Arianity wrote: I can't speak for everyone, but i'd assume that most people would be fine with you nuking the doodads/art/whatever , if it means more good maps. I would definitely be fine with it. I enjoy designing new layouts much more than texturing and decorating a map. The latter is tedious to me. | ||
Jer99
Canada8157 Posts
| ||
Uvantak
Uruguay1381 Posts
On January 27 2015 11:39 Antares777 wrote: I would definitely be fine with it. I enjoy designing new layouts much more than texturing and decorating a map. The latter is tedious to me. On January 27 2015 11:32 Arianity wrote: I can't speak for everyone, but i'd assume that most people would be fine with you nuking the doodads/art/whatever , if it means more good maps. Yeah you can't, i would be really upset to say the least about people sniffing and changing things without care on my methodically crafted maps, i was very very upset to say the least when Foxtrot Labs came up with these awful Orange Electric Circuits on top of unpathable highgrounds breaking the color palette of the map. Semmo and Etcetra, were also very pissed when their maps got changed too, you haven't yet experienced what it feels when something you have spent so much time working on gets changed without your approval, not a nice feeling. I'm grateful of this post Psione, It corroborates many things i suspected and added a couple I didn't knew. btw any doodad that inherits terrain colors/textures can be problematic if used too much just like any other doodad, but how about increasing the size of them? How about if instead of adding 6 Xel torn plates i add 2x300% ? I most of the time tend to go for the later, but it would be nice to know anyways. | ||
Timetwister22
United States538 Posts
| ||
Defenestrator
400 Posts
| ||
OtherWorld
France17333 Posts
| ||
Ferisii
Denmark199 Posts
On January 27 2015 09:20 Psione wrote: During this automated process, a FPS heat map is also created. While we look for the total average FPS to meet acceptable levels, we also ensure that no single section of the map has significant issues. For example, the map may have an acceptable average FPS but have performance issues in the middle of the map where a large cluster of doodads reside. Using the heat map, we can pinpoint a problem area like this and make adjustments to alleviate the issue. Oh what I wouldn't do to have such a tool. Currently, for me at least, it's a very tedious job to check every area of your map, write down the fps values (minimum & maximum'ish) and compare them to other maps. If just there was a tool similar to the map analyser tool, now that would've been killer. | ||
Meavis
Netherlands1297 Posts
On January 27 2015 10:16 Psione wrote: These aren't rules that will prevent a map from being used. These are all tips for situations where performance can be impacted through seemingly innocent map changes. You can take note of these tips and consider them when they might be relevant, or you can ignore them and make maps as you see fit. I offered these points to help map makers that are interested, not to give ammo to those that only look to argue. But it's your choice on how you want to use it. I never said they were rules either, while there is a lot of value in your post, I am a bit confused as to why you ignore the advice you give to others, on a giant map in 4v4, where FPS issues are most critical. | ||
Ketch
Netherlands7285 Posts
On January 27 2015 18:48 Meavis wrote: I never said they were rules either, while there is a lot of value in your post, I am a bit confused as to why you ignore the advice you give to others, on a giant map in 4v4, where FPS issues are most critical. Well now you asked nicely, before not so.... | ||
RaGe
Belgium9937 Posts
It would mean the map makers can make sure their maps are optimal before submitting them. If they do adjustments, they'd do them in a way that they seem fit. You guys over at Blizzard HQ would also have a lot less work going through the maps, testing them, and trying to modify them. I know it's probably some unpolished command line tool for internal use not deserving of the title "application released by Blizzard" but I really think it's an easy win-win situation for the map making community and Blizzard. | ||
| ||