Ravenfield

Ravenfield

Island War 2
Detailed map Critique
Just finished looking over your map, there's too much to say to fit into a comment, so i'm doing it like this instead. Brace yourself! :P

My computer (a low-medium power macbook) absolutely cannot handle this map. Which is a shame, because it looks topographically awesome. There are some odd choices with chokepoints and base placement, but nothing seemingly broken, and it looks like somethin really potentially interesting, if not for the 15 fps that me and many others are going to get.

--So first, performance

"optimizing" this map is gonna be kinda easy-hard. The map editor doesnt handle high-object-count maps very well, the rough acceptable limit is 2000 objects (hilly maps that obscure objects seem to tolerate less, while flat ones tolerate more, odd...). To get this map running by ravenfield standards, you're prolly gonna have to make alot of streamlining changes. I'd suggest a couple:

-Ditch the planar rocks: looks like there are potentially hundreds lining the roads and in the mountains. Just sculpting the mountain and ridges out of terrain is not only easier to manage, but gives you more flexibility with shape, color, ect. Rid yourself o' those, and you're already on your way.

-Trees...: I usually barely use trees; bots shoot through em, and they lag when too many overlap visually. Here, trees are a central part of the aethetic, so don't ditch em, but maybe reduce them, and place them more strategically. (you could have done a lot worse, though)

-Dirt barriers: noticed that you use em for roadside barriers. Cool use for them, which is why it sucks to say that they may be a problem too... maybe experiment with replacing them with more terrain sculpting, but otherwise, idk...

--Next, design

I've actually done something similar, where i get super enthused with populating an area, only to notice afterwards that all that cool detail is kinda misplaced... Noticed several instances where you had crates and stuff piled up in a lot, serving no real purpose other than aesthetics since they were well out of the way of the main attack routes. All those boxes could be reduced and "merged" into larger ones, and would serve more of a purpose moved closer to the flags and attack routes.

Similarly, many of those neat roadside barricades and sandbags suffer from being kinda ignored by the dumb bots. Plus, the map is so huge and spread out, you can kinda afford to let some of those roads be without them.

There are also a lot of identical archi houses, and many of them will never be used in battle for anything other than obstacles (as opposed to archipelago, where the 20-something houses that are there all offer a potentially valuable approach/defense strategy). I don't think the houses are a lag problem, but you could try varying them a bit with different buildings, hills, parks, ect.

...
Aaaand, im not sure what else to say. The winding road approach is one that hasn't really been tried much at all, besides mountain range (which is considered a bad map for doing so, but yours seems to counter some of the problems that come out of a linear setup). I really would like to see it evolve, there aren't too many others like it.... no less because it's a map called "island" and "war" that isnt awful, but heyy...

Swing by the Ravenfield Discord if you need help, im there some of the time. Also, if you do dome by, and if you feel safe doing so, could you send me the raw map file to look at? I'd like to see how many things you placed, and how many can be quickly deleted.

Anyways, good luck with this!
-Starstrafe
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Showing 1-2 of 2 comments
𝐬𝐨𝐜𝐢𝐞𝐭𝐲☹  [developer] 18 Jul, 2019 @ 11:42am 
this was interesting to read and im so happy you took the time to look over my map <3

i knew there was gonna be some performance issues with lower end computers, i run a pretty strong setup so i never saw that many perfomance issues runing the map, so i was kinda ignorant to that and im sorry, but for anyone who runs a lower end machine, i've been working on a smaller version which will remove at least three flags and a lot of vehicle spawns, because that's where I noticed most of the lag comes from. i play with usually 100 plus bots and this map alone has 73 vehicle spawns LMAO. I've played with the idea of removing a lot of the trees and rocks because there's literally like 2k total of each and most of the crates, barriers, and stone barricade thingys are there to help with pathfinding because I'm still getting the hang of using pathfinding links along with the editors' built in navmesh system. But i just kinda went all in tbh, this map started as matching bases then i just went nuts with flags and detail. I'm at work currently on my phone so i won't really be able to do anything until i get home tonight, but I'm for sure gonna update the map, and release the low end friendly version either tonight or tomorrow morning. I'm already in the discord, you can add me stickypants#0802 <3 When i post the updated version, I'll send u over the original rpf if you want to show me some stuff i can change ill be more than glad to send the rpf over and have u look at it, but be warned this ♥♥♥♥ is very very intensive on even my machine lmao im pulling around 35-45 fps constant and i have a GTX 1050 ti 2gb and 16gb ram with a ryzen 5 2400 (not THAT beasty i know lol)
Last edited by 𝐬𝐨𝐜𝐢𝐞𝐭𝐲☹; 18 Jul, 2019 @ 11:22pm
𝐬𝐨𝐜𝐢𝐞𝐭𝐲☹  [developer] 18 Jul, 2019 @ 11:44am 
again thank you for checking it out, im sorry it didnt run well for you, but I'm gonna fix that and change the map according to your suggestions. the mountains are the first thing to get worked on, then ill focus on trees, chokepoints, and flag areas/aesthetics <3
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