Appogee, on 13 April 2013 - 07:15 AM, said:
PS: Balance, Shmalance.
I don't give a crap whether the other team got some kind of notional advantage because their spawn had different terrain to mine. We're not playing for prizemoney in the world cup, this is just a game.
I would take great pride in being able to fight well regardless of what unfamiliar terrain or circumstances I got thrown into.
Soldiers rarely get to pick their battlefields, and rarely are their battlefields ''fair''.
Actually, modern militaries DO know where they will be going, they get the most up to date information about the area as possible and try to get real time imagery as often as they can, which for some militaries, like the US, means all the time. I'm pretty sure that 1000 years from now the battlefields are NOT covered in a fog of war because..and this is the real kicker here...these battlegrounds have been used many many times over. Tourmaline desert has a description for it on the website, you should read it some time, it's one of the many such battlegrounds in the IS, fought on hundreds of times over the centuries.
Randomly generated maps are great for dungeons...and that's about it. And even with that said, you don't see them in WoW, AoC, AC, AC2, DDO, LoTRO or any of the other dungeon crawler MMO games out there. You know why? Because they actually are really bad when implemented. Just look at STO which DOES use them, a major feature of the game is the randomly generated terrains and complexes you'll explore. They are HORRIBLE! I've actually had way too many times when I had to quit the mission totally due to the fact that I was literally unable to get the final objective because it was put where you couldn't get.
'But that's a random and rare thing' you say..random yes, rare no. And in a competative game, you do NOT take chances of making it impossible for the 2 sides to meet, which is exactly what can happen with randomly generated maps. Will it happen a lot..no, odds vary based on the methods used to generate the maps, but it WILL happen, and just ONE single time is enough to make it totally game breaking.
Terrain glitches run rampant with randomly generated maps, its a fact you keep brushing aside because, hey, there are some in the handmap maps! Guess what, those glitches in the handmade maps can be fixed, the ones in the random maps can't. And there's no game stopping glitches in the handcrafted maps because they TEST them to make sure of that. Randomly generated maps...no such testing, game stopping glitches will happen too often to be allowed.
And finally..balance. You are totally correct, there is no such thing as a balanced battlefield in real life, but war isn't a game on a computer either. WE are playing a GAME, and due to that simple fact, balance on the map is essential. Random maps would have no balance at all, just look at the randomly generated maps in STO, it's F2P. Why do you think they allow User Created Content in STO? It's because they know and realize their randomly generated maps are horrible, so they let the players make stuff, it usually can't be much worse...but people will and do amaze with their ability to royally muck things up
Something else...the CS map that's been THE top CS map for 13+ years now...it would seem that the competative players don't get so bored so quickly with the maps if the game play on them is good. That map by the way has been copied and used in OTHER games besides CS, it's just that good for game play in a FPS.
We used some randomization scripts back in Tribes 2, community created scripts that allowed us to generate anything and everything on the map, from the terrain to the textures to the objects and bases and everything. We spent many many man hours tweaking that script to make it work properly, ie - it didn't BREAK anything when it was used, because we discovered that our DREAM of randomly generated maps was a nightmare of epic proportions. Bases stuck in mountains or under the terrain totally, chasms so large that you could only get across them with aircraft, various objects blocking doors, inventory units, and so on. We tried, and we had very talented programmers working on the problem, including help from Dynamix's devs. We found great ways to use the randomization scripts under VERY controlled circumstances to ADD variables to the maps, but NEVER were they useful for making the map itself. We had years to play with that, no budget constraints, no deadlines to meet, and we couldn't make it work...just as Cryptic hasn't been able to make it work with STO for anything but the 'exclusive' factor..no one else does this, only STO!..PR fecal matter is all it is..you can paint it up pretty but when you get close enough, you can still smell it, and when you step in it..yeah, there's no doubt what it is.
I've used random generators for 3d work, doing landscapes for artistic use, and they can indeed produce some remarkable things. But you know something...I actually tried using them for BTech related art, and every time I tried to make a battlefield, I ended up spending a lot of time FIXING the random terrain so that it would actually be used for a battlefield.
You should study some military history, specifically battlefields, why they were chosen and why other areas weren't chosen. You'd be rather surprised I think at what you'll learn.
Edited by Kristov Kerensky, 13 April 2013 - 12:13 PM.