Tips for Optimizing
maps for QuakeDC
There are a few things to remember when designing a map for QuakeDC.
Here we'll list what we know as we find it out...
One very big limit for QuakeDC is its amount of available ram. The larger (in
Kilobytes) a map is the more likely it will not load or will be missing textures,
A way to keep your filesize low is to limit the size and number of the textures
Wide open areas are never a good thing in a quake engine'd game. QuakeDC seems
to not handle it as well as winquake either. If well thought out you can still
have somewhat large open areas. This also has to do with the next subject...
QuakeDC seems to be more sensitive to the number of polygons then being drawn
then PCquake. (May have something to do with QuakeDC's use of Direct3D) Because
of this R_SPEEDS is a very important issue. R_SPEEDS are directly related to
the number of polygons drawn. If you reduce the number of polygons drawn by
the engine you not only improve QuakeDC compatibility... but also improve the
overall speed and performance of the engine with that map.
Here's a link to an excellent guide for reducing the number of polygons in a
[ by David Hyde, Mad Dog, and Richard Neff. Though this is aimed at Quake2
it is very informative. ]
QuakeDC supports this feature and, though it does make the framerate suffer
a bit, it is a nice thing to have. Below is a link to a site with all the info
and tools you should need to make your maps support transparent water or to
update existing maps to support it.
Quake Info Pool's
Transparent Water Tips
A site to get prt files for many popular maps (needed to convert them to
support transparent water) is here...
If your building your map for use in a custom engine or for use with a custom
compiler you will want to open your compiled BSP in Quark and edit the worldspawn
section of its entities list. You do not want anything in there other then the
standard Quake stuff. No _sunlight or _fog or anything fancy... QuakeDC does
not like _sunlight and will refuse to load the map. Other custom keys are untested
as of yet and may or may not work in QuakeDC... but engine specific features
(colored lighting for example) will NOT work in QuakeDC. You can check and edit
your .map file with a simple text editor.
This is a short editorial by Dave J on when design the overal design of a map
is more important then the fine details. He uses Halflife as referance... but
there are some cases of detail overpowering design in Quake maps. Since details
are often harder on the engine it is extra important to find the right balance
for maps designed for QuakeDC.