Procedural Map Generation - Even Possible?
#1
Posted 23 September 2014 - 08:12 AM
With the number of planets that you should be able to fight over in Community Warfare, I think the game would benefit greatly from procedurally generated maps that would mean a unique experience with every battle.
Is this even something that is possible with the Crytek engine and the assets currently used on the MWO maps that we have?
#2
Posted 23 September 2014 - 08:13 AM
#3
Posted 23 September 2014 - 08:14 AM
#4
Posted 23 September 2014 - 08:15 AM
DROPSHIP, on 23 September 2014 - 08:12 AM, said:
With the number of planets that you should be able to fight over in Community Warfare, I think the game would benefit greatly from procedurally generated maps that would mean a unique experience with every battle.
Is this even something that is possible with the Crytek engine and the assets currently used on the MWO maps that we have?
This would change the game so profoundly in so many positive ways I don't even know where to start. Yes please.
#5
Posted 23 September 2014 - 08:18 AM
#6
Posted 23 September 2014 - 08:18 AM
If (and I think that might be a big if) this can be done, then sure, why not?
#7
Posted 23 September 2014 - 08:20 AM
But iirc they did not go that route because procedural maps tend to be very basic in design in order to keep map balance (or are found in games where map balance is less important). so they instead went with a smaller core of maps that are each hand-crafted and balanced.
We might see somehting along these lines in the future but i feel it is unlikely.
#8
Posted 23 September 2014 - 08:22 AM
Bilbo, on 23 September 2014 - 08:18 AM, said:
I'm sure something could be coded, and as long as the distances of the spawn points were far enough away from each other, it couldn't possibly be worse than than some of the matches the MM puts together now. Hell, it might even give Lights and Mediums a better role.
#9
Posted 23 September 2014 - 08:23 AM
#10
Posted 23 September 2014 - 08:24 AM
#11
Posted 23 September 2014 - 08:26 AM
If you're completely rolled due to a bad map layout and a planet is at stake - not good.
At the same time it could simulate all the different areas combat could occur on a planet, not all of these are going to be fair in their layout. However how do you decide who gets that advantage with a random system? You might come across situations where the defending team should have a terrain advantage but the auto map doesn't reflect this.
I think a happy medium would be either destructible maps. This would make current maps change over time in a battle and result in pieces of cover being blown away.
OR giving lances an option to choose the area in which they will drop (with a close range restriction to avoid blobtards) so the teams decide their own advantage/disadvantage.
#12
Posted 23 September 2014 - 08:26 AM
#13
Posted 23 September 2014 - 08:27 AM
Technically not impossible, but hard. Very hard, not even very very hard.
Startingpoints, hitboxes, glitches, all the other technical issues etc etc. all to consider... neg, won't happen so fast I think.
Edited by nonnex, 23 September 2014 - 08:30 AM.
#14
Posted 23 September 2014 - 08:28 AM
Sadist Cain, on 23 September 2014 - 08:26 AM, said:
That's an interesting idea.
Lynx7725, on 23 September 2014 - 08:26 AM, said:
I would certainly like it more than the same, small, tired maps over and over.
#15
Posted 23 September 2014 - 08:29 AM
#16
Posted 23 September 2014 - 08:31 AM
Btw liquid metal already exists today so entirely possible. Maybe allow up to 80% of armor to be repaired in a fair length of time. Would it be possible to show for instance a leg repaired with that look? It wouldnt be pretty but for realism.
Edited by Johnny Z, 23 September 2014 - 08:35 AM.
#18
Posted 23 September 2014 - 08:35 AM
DROPSHIP, on 23 September 2014 - 08:28 AM, said:
No you won't.
Procedurals can create maps, but it can create maps that are utterly bad. Flat open areas with no cover. Maps with mech-size potholes to catch mechs. Maps so rugged the match is timed out before anyone gets into anywhere worthwhile. And that's if they get everything working perfectly. If not, invisible walls, mechs clipping through mountains...
Procedural generation isn't all bad. But the randomness makes any sort of map strategies largely irrelevant, which makes the game more a Rambo shooter. We already have significant problems with that already.
Perhaps we should get procedurally generated maps. Then we'll be better able to appreciate the effort the PGI team puts into the maps.
#19
Posted 23 September 2014 - 08:36 AM
it would be plain perlin generator making deserts, hills or mountain like terrains. Possibly a vegetation generator to place some appropriete trees or plants if those fit in pallet selected for the map. Map loading would take a while to compile since even offline high end generators take mucho time to run a 4kx4k height map. We aren't talking 2mins for anything fancy. Slapping bases down in any balanced way is sketchy at best. I'm just going to stop there.
#20
Posted 23 September 2014 - 08:37 AM
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