

Random generated maps
#21
Posted 15 June 2012 - 10:00 AM
It is for this reason that I think this idea is, unfortunately, a non-starter.
#22
Posted 15 June 2012 - 10:32 AM
#23
Posted 15 June 2012 - 05:01 PM
Edited by Team Leader, 15 June 2012 - 05:02 PM.
#24
Posted 15 June 2012 - 06:08 PM
A completely random map will usually be boring and generic, unfair or imbalanced, or strange and poorly designed for combat.
What they should do is create very large, pre-designed maps, but have about a dozen or so different spawn locations on each map. This way, each time the game begins, the two teams begin in a different location on the map, changing the centerpoint of the battle and the various routes for marching on that point. This way, you could re-use the same assets over, but have the battle roll out differently each time because the teams would not be moving in the same direction as the previous match. Camping spots and cover would have to be done much more ad hoc than pre-planned, while the maps could remain (relatively) balanced by ensuring each spawn has multiple access points and no obvious advantage (like height) over another.
#25
Posted 15 June 2012 - 06:46 PM
This is essentially where there are lots of "base maps" that have things added or subtracted to them thanks to the foundry tool.
This includes flags, respawn areas, and the such.
now in order to play any of these maps all you have to do is accept the "player created content" and within a few seconds you have the scenario downloaded. Since most of these are "cookie cutter" graphics your computer can easily tell that box A, B, and C are all stacked this way at X point. makes for easy player created instances. Some of them take well over an hour to complete based on the story/ fighting involved.
Since this is Btech, there should be lots of "cookie cutter" buildings and features, the simple XYZ coords should be a simple matter.
#26
Posted 16 June 2012 - 12:02 AM
Protection, on 15 June 2012 - 06:08 PM, said:
You have a point, but again we will have only a limited number of maps, what will be inappropriate for large universe and battles on dozens of planets. I think optimal number of maps is 3 to 4 dozens and it is a number VERY hard to reach. That's why the random generated maps will be the solution for versatility that can be relatively easy to achieve.
#27
Posted 16 June 2012 - 01:09 PM
#28
Posted 16 June 2012 - 01:33 PM
Roland, on 14 June 2012 - 07:10 AM, said:
I think making it truly "randomly generated" would likely be problematic... the reality is, if you totally randomize the map, you're going to get into problems. Terrain holes, poorly balanced maps, etc.
However, I think a potential compromise which would provide some degree of randomness, while avoiding a lot of the issues with totally random maps, would be the following:
Provide a core map, with section of it broken up into tiles that can be switched out. So, in an urban environment, for instance, you could have the primary section of the city broken up into 9 large tiles, with each tile comprising maybe 9 square blocks. By swapping in different tiles or shuffling them around, you'd achieve different overall layouts for the city which would create some dynamic aspect to how individual battles may play out. At the same time, you wouldn't have to deal with creating an entirely new magical map generator.
Additionally, you could still have sections of the map remain static, such as the drop-zones or bases, and only choose to randomize certain sections. This would allow you to address balance issues by making sure that at least portions of the map which played the most critical role were statically balanced (ie.neither side started off with some major elevation advantage or something like that).
I'm guessing that this may be too hard to implement so late in the game, but perhaps it could be useful to the devs in the future development cycles.
I belive this would be the most plauseable idea i have read so far. as i dont want to see planet captures turn into the clan battles in WoT were every map has mostly set strats and are known well in advance. makeing sertain mechs almost required. i understand this will be less of an issue in this game if the designers are correct but it still worries me i would like to think end game will stay fun and fluid for quite a while.
#29
Posted 16 June 2012 - 04:33 PM
#30
Posted 16 June 2012 - 07:25 PM
#31
Posted 16 June 2012 - 09:54 PM
#32
Posted 18 June 2012 - 07:16 PM
Grokmoo, on 15 June 2012 - 10:00 AM, said:
#33
Posted 18 June 2012 - 07:26 PM
#34
Posted 19 June 2012 - 07:57 AM
Schtirlitz, on 14 June 2012 - 02:11 AM, said:
I think the pre-designed maps are must-have, but adding the random generated maps will make the game more interesting, vivid and less predetermined.
I'm not really in favor of purely random maps, it could lead to some very annoying terrain... If you are familiar, think of Mount and Blade maps that are overly mountainous - it's impossible to do anything useful on them or play tactically. Moreover, it makes planning and unit tactics difficult to implement. Sure, some might say that is a desired element where having to adapt strategies every match based on new terrain is a plus, but I'm not on of them.
#35
Posted 19 June 2012 - 05:25 PM
Bryan Ekman is right with the stuff there trying to achieve wouldn't work. we be asking them to delay another 3-5 year for the game to come out.
Also oodlez is right when you in a whole different settings you are lost and you don't even know were to go. and think of some of the stuff you have to go though. hak... i don't even want to jump over lava mostly even walk though it or jumping from high placing. i almost lost my legs on these map were playing on right now, couple of times i had to soften my fall's just by using my jump jets.
but what they might do later on is possibly note is to make lots of spawn points so we can spawn random on a last one standing mod or capture the builds mod later in couple of months from now.
playing arena team match is getting a little cold and in the same area
and same maps.
the only thing we can do is
(if they are alright about it )
* help the dev on making maps (sending in paper work to them on layouts) or( make a map with a 3d software and send it in so they can render it for the game), (screen shots of a map in a 3d software and with notes of whats is this)
*give them on some in sight on what map we want next like a poll system (type, size and what in it etc..)
i don't mind playing in a big city map like the winter on were u can hide behind the enemy's base or a huge map like mw3 had but then you had the mobile repair trucks with you though or like mw4 maps. didn't really like the mw2 maps couse they were too big and too hilly and too plain were u can just snipe them across the maps.
**it would be nice though if the random map gen can stable and we didn't really had to download and wait. but when everything settles down couples of months they might do this for fun and give us a challenge for players that has exp on the stuff or put it in there and when we have the time we can just click on it for the last man standing theme. it would be a challenge for the dev and also it would be a challenge for us if they did get it too work. **
#36
Posted 19 June 2012 - 09:49 PM
Bryan Ekman, on 18 June 2012 - 07:26 PM, said:
Random maps generation in HoMM 3 (very old game) creates balanced enough and even beautiful and homy maps (well, not without problems, which were more like avoidable bugs then method defects). Yes, this is a turn-base strategy, but some rules are versatile.
As I already said: some lack of balance will be neutralized by map lifetime for one combat.
00dlez, on 19 June 2012 - 07:57 AM, said:
00dlez, on 19 June 2012 - 07:57 AM, said:
Edited by strafer, 20 June 2012 - 07:11 PM.
#37
Posted 20 June 2012 - 04:08 AM

OFC maps have to be tested & best ones can make it to game
Already worked with CE2 wersion, it support terrain generator but nothing close to making maps completely stand-alone
#38
Posted 21 June 2012 - 01:15 AM
Edited by Di Tar, 21 June 2012 - 01:19 AM.
#39
Posted 21 June 2012 - 02:12 AM
#40
Posted 21 June 2012 - 09:56 AM
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