The Roblox rendering system does not currently do any kind of zone/portal culling, so someone who is outside the command room but is aiming their camera at the command room, may still end up with the mesh putting load on the graphics card. If you want to avoid that, you could detect the rank of the local player, and locally hide the object when the rank is too low. (Perhaps you already do this?)
Yeah, I like this. The 4x one is the best in my opinion; you may not want to go higher. Simplistic design is all it takes, since the map outline at 4x is already sufficient enough to determine the way the map looks. All that’s left is them red pins for player locations.
Didn’t spot it in any of the other posts, but have you considered making multiple lines into singular lines? I’m imagining they’re all lines between points, as opposed to when they change height.
Would probably help dearly with performance!
Do you mind posting a showcase involving the development you have for your Star Wars group?
I love your work and I am a very big fan of the Star Wars genre and would be interested in reviewing builds, and tech in-general related to your group!