Yes, I realize this and have been working on keeping the map "Vis Friendly" Vis is the program which seperates the map into draw areas, the more of these, the less gets drawn in each area. So I'm doing my best to keep things open while preventing them from getting to large to run. Space stations will be the least laggy, due to the fact there is no sky to fly up into, other levels will include caves and other vis tricks (the U for example), to save CPU and Memory.Chandler wrote: if the map is as large as you say it is sounds like this sucker is gonna be huge for servers to load, and the way the BSP algorithm works (from what I"VE heard) the smaller a map is (so it can partition the areas) the better. sounds like bad lagzors to me.
The biggest problem I'm worrying about is the NPC's, and the whole Large number vs AI intelegence. The more NPC's the less time for AI, thus I've got a bit of enemy management to work on.
Thanks for the comments, and I'll do my best to keep lag down, because we all hate it.