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Re: Building a llarrrggeee map for a game.

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yourhappay is not online. yourhappay
Joined: 13 Apr 2011
Total Posts: 176
10 Sep 2014 10:31 AM
Hello everyone! I'm starting to get into the whole game creation guru and I'm currently working on ideas for game development. For one of the 2 games I'm planning on making has a large map for players to play on. Now, my question here is that how would I make this map optimized so pretty much anyone can play on their laptops and desktop users.


Why might I be asking this question? Because over the years of playing roblox sense 2011, I've notice that some games like "Call Of Robloxia 5" later become more laggy with new models of guns and maps. But rather, some maps I played on lagged more than others.


What I had in mind was a large map that has castles (It's set in the middle ages time about 1300 - 1500) which may have some detail but not too much to have less lag. So yeah, for a large map what would I do? Because I plan on adding a heck of a lot of stuff to do (i.e crafting and skills)


What would I do to have it where it looks pretty cool but not to heavy load on the computer. I was thinking that like if you go underground it could teleport you to out of render distance to help with slower computers... Anyways, Thanks for your help guys. :P
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InedibleGames is not online. InedibleGames
Joined: 27 Apr 2014
Total Posts: 1140
10 Sep 2014 10:52 AM
Tip: Please don't be cliche :P
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yourhappay is not online. yourhappay
Joined: 13 Apr 2011
Total Posts: 176
10 Sep 2014 11:26 AM
How the heck is this cliche? This has NOTHING to do with it. Besides, do you even know what the word means? I mean really.
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legomanwouter is not online. legomanwouter
Joined: 25 Dec 2008
Total Posts: 7
10 Sep 2014 12:06 PM
I guess he means the double post >.<
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ohno1112 is not online. ohno1112
Joined: 23 Mar 2013
Total Posts: 833
10 Sep 2014 12:08 PM
two things:

1. Use multiple places, united in a universe with teleports. this will make areas independent and with that, alot more lag-free.

2. I script and understand full lua. im interested in helping you make the game and code anything needed.
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yourhappay is not online. yourhappay
Joined: 13 Apr 2011
Total Posts: 176
10 Sep 2014 05:46 PM
Holy Smokes Ohno! That'd be great! Hey I'll message you in detail for what I had in mind for a game.
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tintinytdj is not online. tintinytdj
Joined: 09 Sep 2007
Total Posts: 267
11 Sep 2014 12:45 PM
I'm familiar with rpg elements in general, should any of you have any questions at all then I'll be happy to help.
This has potential and that's a good thing!

A good way to reduce the amount of parts is to implement streaming, as well as fog.
It's good design practice in any game to clearly map out unreachable areas and reduce the amount of collision detail around there by making all the individual parts unions.

There's a lot of ways to reduce lag, be it through art direction (decals and textures) or efficient reachable-space design.
You could also make spaces feel larger by making progress through these areas slower, or by mapping in certain vast landmarks and/or terrain, blocked in by faraway stuff like mountains or something.
GTA games generally do this well, but any open world game follows the same design patterns of making areas feel like their own "place".
Legend Of Zelda:Ocarina Of Time also does this really well but most of its tricks can't be replicated in Roblox. Do take a look at hyrule field, though.

Hope I helped~
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