Simplifying Map Design: Make It All Breakable
#1
Posted 07 March 2018 - 12:54 PM
So I thought to myself: What if we minimize the terrain to it's absolutely lowest amount, a flat plain?
Then, use objects, destructible objects to be the "terrain" on said flat plain. Incursion gives us walls that can be blown up, both tall and small that are easily set on top of that flat terrain. This gives the map cover, but not "forever cover"- an area that's tough to get through otherwise can be blasted through, the shield blocking those incoming LRMs will shatter fairly quickly, and so on. High-walled "Tunnels" might have an enemy lurking on the other side, ready to shoot through and ambush you. And of course, you can just have indestructible walls surrounding the map edges high enough to prevent anyone from jumping out of bounds.
Call it the Maze, or the Arena.
Of course, you can expand on that with more destroyable objects- a town map with blastable buildings, and so on. But start very simple. With walls.
#2
Posted 07 March 2018 - 12:58 PM
Brain Cancer, on 07 March 2018 - 12:54 PM, said:
So I thought to myself: What if we minimize the terrain to it's absolutely lowest amount, a flat plain?
Then, use objects, destructible objects to be the "terrain" on said flat plain. Incursion gives us walls that can be blown up, both tall and small that are easily set on top of that flat terrain. This gives the map cover, but not "forever cover"- an area that's tough to get through otherwise can be blasted through, the shield blocking those incoming LRMs will shatter fairly quickly, and so on. High-walled "Tunnels" might have an enemy lurking on the other side, ready to shoot through and ambush you. And of course, you can just have indestructible walls surrounding the map edges high enough to prevent anyone from jumping out of bounds.
Call it the Maze, or the Arena.
Of course, you can expand on that with more destroyable objects- a town map with blastable buildings, and so on. But start very simple. With walls.
Instead of a "maze" arena - have it set up like a fortress. Can have mostly flat terrain and destructable objects, cover, moats, revetments.
Same effect - but sounds better.
#3
Posted 07 March 2018 - 01:00 PM
edit:
Brain Cancer, on 07 March 2018 - 12:54 PM, said:
heck no, going out of bounds shoudl stay, to make those kill hungry enemies salty muahaahha
Edited by Variant1, 07 March 2018 - 01:02 PM.
#4
Posted 07 March 2018 - 01:52 PM
Variant1, on 07 March 2018 - 01:00 PM, said:
If there's lots of cover but it's all temporary, it means fights will tend to be more mobile, as cover is destroyed and people continue to try and move towards fresher, if temporary protections.
Quote
heck no, going out of bounds shoudl stay, to make those kill hungry enemies salty muahaahha
Nah. Two man (team) enter, one man leave! Thunderdome! Thunderdome!
#5
Posted 07 March 2018 - 01:56 PM
Simbacca, on 07 March 2018 - 12:58 PM, said:
Same effect - but sounds better.
The point is to make it as impossible to have things that can cause terrain issues, and that means the "base" terrain needs to be as simple and foolproof as possible.
In map terms, that's a flat surface. Given more destroyable objects, you can make more complex (and breakable) maps. But proof of concept needs to be as unscrewable uppable as possible.
Later on? Turn the trees we have now into truly destroyable terrain. You can build a forest to bulldoze. Buildings that'll actually come down when shot up. And so on. But walls are already in the game, so start with walls.
#6
Posted 07 March 2018 - 02:10 PM
#7
Posted 07 March 2018 - 06:54 PM
Brain Cancer, on 07 March 2018 - 12:54 PM, said:
So I thought to myself: What if we minimize the terrain to it's absolutely lowest amount, a flat plain?
Then, use objects, destructible objects to be the "terrain" on said flat plain. Incursion gives us walls that can be blown up, both tall and small that are easily set on top of that flat terrain. This gives the map cover, but not "forever cover"- an area that's tough to get through otherwise can be blasted through, the shield blocking those incoming LRMs will shatter fairly quickly, and so on. High-walled "Tunnels" might have an enemy lurking on the other side, ready to shoot through and ambush you. And of course, you can just have indestructible walls surrounding the map edges high enough to prevent anyone from jumping out of bounds.
Call it the Maze, or the Arena.
Of course, you can expand on that with more destroyable objects- a town map with blastable buildings, and so on. But start very simple. With walls.
Be sure it wont **** up the framerates.
#8
Posted 07 March 2018 - 08:25 PM
Quote
terrain/buildings should be highly resistant to ballistic and energy weapons
only missile weapons should destroy terrain/buildings easily
that would strengthen the role of underperforming missiles in the game.
Edited by Khobai, 07 March 2018 - 08:29 PM.
#9
Posted 07 March 2018 - 08:39 PM
The current maps look like something from an old console game so anything would be an improvement..
It would be really cool to shoot that spire on Tourmaline out from under the lights that go up there to plink with PPCs.
+1
#10
Posted 07 March 2018 - 08:55 PM
#11
Posted 07 March 2018 - 08:56 PM
#12
Posted 07 March 2018 - 09:25 PM
We already have them made, modeled, and they don't kill people's framerates on maps. Lots of otherwise-destroyable objects (have you seen how many trees are on Forest that break/get branches shot off?) don't kill the game either.
Flat map. Incursion walls. Lots of them. Done.
Once you have that, you can start working on other stuff.
#13
Posted 07 March 2018 - 09:52 PM
Hell, gimme back late 90s graphics if I can have that kind of stuff as part of the package. It would be a price I'd happily pay.
#14
Posted 08 March 2018 - 12:18 AM
Brain Cancer, on 07 March 2018 - 12:54 PM, said:
So I thought to myself: What if we minimize the terrain to it's absolutely lowest amount, a flat plain?
Then, use objects, destructible objects to be the "terrain" on said flat plain. Incursion gives us walls that can be blown up, both tall and small that are easily set on top of that flat terrain. This gives the map cover, but not "forever cover"- an area that's tough to get through otherwise can be blasted through, the shield blocking those incoming LRMs will shatter fairly quickly, and so on. High-walled "Tunnels" might have an enemy lurking on the other side, ready to shoot through and ambush you. And of course, you can just have indestructible walls surrounding the map edges high enough to prevent anyone from jumping out of bounds.
Call it the Maze, or the Arena.
Of course, you can expand on that with more destroyable objects- a town map with blastable buildings, and so on. But start very simple. With walls.
The ability to level a building that's blocking my shot, or create craters from missed LRM shots would be epic, true.. but somehow, I don't think PGI will gofer it at least until they figure out how to procedurally generate maps, and switch to Unreal Engine or something better..
Would be fun though.. a truly immersive, realistic experience.. <3
#15
Posted 08 March 2018 - 03:28 AM
to make deformable Terrain in Cryengine 3 (newest Cry 5.1) no Problem
its give a Lot in War Thunder ..is a Other Engine (Dagor 5.0 Engine)and not server based Calculation like MWO
The UE4 ist not a Wonderengine
https://forums.unrea...-is-it-possible
https://www.reddit.c...terrain_in_ue4/
Edited by Old MW4 Ranger, 08 March 2018 - 03:35 AM.
#16
Posted 08 March 2018 - 03:35 AM
just the obvious things should be destructible... like buildings. trees. small rocks. etc...
#17
Posted 08 March 2018 - 05:50 AM
#18
Posted 08 March 2018 - 09:04 AM
Simbacca, on 08 March 2018 - 05:50 AM, said:
thats a good idea and by this please take the Design of the Missions and the Mapdesigns from Battlefield for MWO ..the own Gamemode designs most Crap.
Edited by Old MW4 Ranger, 08 March 2018 - 09:05 AM.
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