Concerning the limited map size and how to use it better...

Ideas and suggestions for how to improve the Warzone 2100 base game only. Ideas for mods go in Mapping/Modding instead. Read sticky posts first!
User avatar
Goth Zagog-Thou
Regular
Regular
Posts: 1582
Joined: 06 Jan 2007, 08:08
Location: Delta Base

Concerning the limited map size and how to use it better...

Post by Goth Zagog-Thou »

I've been thinking about this and I have an idea how we can get more map space out of the game but still *technically* keep it the same map size.

I've noticed that the scale of structures vs map (especially height, this really makes it apparent) isn't right. Structures, Features, Objects, Units, everything is FAR too large in relation to the map. Ever looked at a picture of the canyon systems in Arizona? Those are up to TWO miles in height, in places. If we take into account that the maximum height (the 'z' coordinates -- not the x and y of the map) of cliffs, and then we build a Command Center there, I highly doubt that the Command Center is in fact a mile or so in height.

Here's what I propose -- scale ALL objects down by a factor of (at least) three. Scale the speed of vehicles down likewise by three (or more!) to match. It's a scaling issue, imho. Once we have scaled everything down to something of a realistic level, perceived map size will increase by an order of magnitude (because it takes longer to get anywhere) without really increasing the map size. Once that is done, because maps will seem to be rather edgy and polygonal. To compensate for this, could we change the grid stuff in the game engine so that 1 grid really becomes 9?

What do you think?
User avatar
NoQ
Special
Special
Posts: 6226
Joined: 24 Dec 2009, 11:35
Location: /var/zone

Re: Concerning the limited map size and how to use it better

Post by NoQ »

And also make building a factory take at least two months ...
To compensate for this, could we change the grid stuff in the game engine so that 1 grid really becomes 9?
Which means exactly increasing the map size.

---

By the way, i believe this idea boils down to increasing the margins for Z-coordinate, making heightmaps more epic. And in this form, i totally agree (though there might be certain technical issues (?))
Last edited by NoQ on 07 May 2011, 15:33, edited 2 times in total.
User avatar
Iluvalar
Regular
Regular
Posts: 1828
Joined: 02 Oct 2010, 18:44

Re: Concerning the limited map size and how to use it better

Post by Iluvalar »

That's a job for my Minix3 mod. That do exactly what you request, except for the buiding size.

you'll have to find the file ilu_2.3.7_Minix3V01.wz in here : http://cid-9506c397de59c968.office.live ... ic/warzone

(I make you search because there might be a 2.3.8 pretty soon... so look for the last version ;) )
Heretic 2.3 improver and proud of it.
User avatar
MaNGusT
Art contributor
Posts: 1154
Joined: 22 Sep 2006, 10:31
Location: Russia

Re: Concerning the limited map size and how to use it better

Post by MaNGusT »

once that is done, because maps will seem to be rather edgy and polygonal. To compensate for this, could we change the grid stuff in the game engine so that 1 grid really becomes 9?
or do this -> viewtopic.php?f=30&t=5413&p=56595&hilit=grid#p56495
Image
User avatar
Goth Zagog-Thou
Regular
Regular
Posts: 1582
Joined: 06 Jan 2007, 08:08
Location: Delta Base

Re: Concerning the limited map size and how to use it better

Post by Goth Zagog-Thou »

Wow, did I offend you in some way? O_o

The grid thing was added as a side-thought, mainly to account for the 1,2 and 3-grid structures that would still need 1,2, or 3 grids. All I was suggesting was a way to keep the current map size as-is (since anything larger will mess with pathing) and using the existing space more efficiently. Vehicle speed would have to be scaled as well, but building speed is just fine the way it is.

Yikes.
User avatar
NoQ
Special
Special
Posts: 6226
Joined: 24 Dec 2009, 11:35
Location: /var/zone

Re: Concerning the limited map size and how to use it better

Post by NoQ »

Wow, did I offend you in some way?
No-no, it was nothing, really :oops: :oops: :oops: :oops: :oops:
It was still funny to see how everybody shamelessly pushes his own ideas XD
cybersphinx
Inactive
Inactive
Posts: 1695
Joined: 01 Sep 2006, 19:17

Re: Concerning the limited map size and how to use it better

Post by cybersphinx »

Goth Zagog-Thou wrote:The grid thing was added as a side-thought, mainly to account for the 1,2 and 3-grid structures that would still need 1,2, or 3 grids. All I was suggesting was a way to keep the current map size as-is (since anything larger will mess with pathing) and using the existing space more efficiently.
If you divide one tile into 3x3, you'll increase the pathing area ninefold, unless you don't want to be able to drive through partly empty tiles/3x3 areas.
User avatar
Zarel
Elite
Elite
Posts: 5770
Joined: 03 Jan 2008, 23:35
Location: Minnesota, USA

Re: Concerning the limited map size and how to use it better

Post by Zarel »

Every single RTS in existence has unusually unrealistic scale, and this translates to larger-than-life units and structures.

Real wars have a tendency of taking several years, and if you put a tank and what it's shooting at on a computer screen, they would pretty much be just dots. RTSes change the scales of time and distance so battles can last less than an hour, and you can see what units are shooting at.

There's one semi-exception - the Supreme Commander series tend to be fairly realistic in terms of distance. The upshot of that is that if you zoom out far enough to see the battles, they're nothing but dots shooting dots.

And this is one of the many reasons why making a game more "realistic" can make it less "fun".
User avatar
Goth Zagog-Thou
Regular
Regular
Posts: 1582
Joined: 06 Jan 2007, 08:08
Location: Delta Base

Re: Concerning the limited map size and how to use it better

Post by Goth Zagog-Thou »

Fair enough. Just an idea that I felt the need to express. :P