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How To Bring Really Big Maps Into The Game Without Breaking Pacing


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#1 Igor Kozyrev

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Posted 03 June 2015 - 05:03 AM

Hello!

We all know that developers create maps with the idea in mind that matches on those maps should last for certain amount of time and the battles on those maps should be intense and fair. At least that's how I imagine how those maps are created.

Other thing is some part of the community seeks for immersion of real battlemech warfare when you have to wait, manuever, find enemy and so one. We want really and I mean REALLY big maps. At least for private lobby.

But nobody would create maps for private matches only. So here is the solution:

1. Create HUGE maps available for lobby.
2. Use PORTIONS of those maps for public queue (and also lobby).

basic example how it works:
http://i.imgur.com/zcBW1JI.jpg

All action goes on the same map, but in different areas. Areas’ sizes controlled by battle area.
This allows to
1) use several, but not one spots on the same map for increased diversity
2) use huge maps for private matches
3) map have several equally important strategic points

I'll also cure the onle big thing in the center, becase such maps will have several big things not directly in the center!

Edited by Igor Kozyrev, 03 September 2015 - 09:50 AM.


#2 Varvar86

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Posted 04 June 2015 - 06:34 AM

I've already seen one similar topic about this, bit will agree again. This will help development and variety of maps impressions and replayability.
Also want to transfer here public idea like - Randomization of maps objects (bridges, collapsed buildings, map major objects and hights are randomly placed while map loading, or just preset 2-4 different maps layouts randomly loaded on match start). Thats also will increase the replayability. Even such simple changes like Day and Night (“river city” example) crates completely different situations and tactics on same maps.

Edited by Varvar86, 04 June 2015 - 06:38 AM.






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