by Spike » Fri Feb 24, 2017 10:03 pm
there's two sorts of map that come to mind... and an issue with areanodes in general.
1) helm18... 10000 knights all crammed into a small space. such maps will generally require more nodes...
2) maaaaasive terrain-based maps with so much empty space combined with areas of densely packed entities...
3) maps that place a whole load of entities that cross the top-level boundary and thus all fill up the root areanode and are clipped against in every single trace anywhere on the map...
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