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?
Concerning the limited map size and how to use it better...
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Goth Zagog-Thou
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NoQ
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Re: Concerning the limited map size and how to use it better
And also make building a factory take at least two months ...
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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 (?))
Which means exactly increasing the map size.To compensate for this, could we change the grid stuff in the game engine so that 1 grid really becomes 9?
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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.
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Iluvalar
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Re: Concerning the limited map size and how to use it better
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
)
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.
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MaNGusT
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Re: Concerning the limited map size and how to use it better
or do this -> viewtopic.php?f=30&t=5413&p=56595&hilit=grid#p56495once 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?
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Goth Zagog-Thou
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Re: Concerning the limited map size and how to use it better
Wow, did I offend you in some way?
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.
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.
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NoQ
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Re: Concerning the limited map size and how to use it better
No-no, it was nothing, reallyWow, did I offend you in some way?
It was still funny to see how everybody shamelessly pushes his own ideas
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cybersphinx
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Re: Concerning the limited map size and how to use it better
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.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.
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Zarel
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Re: Concerning the limited map size and how to use it better
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".
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".
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Goth Zagog-Thou
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Re: Concerning the limited map size and how to use it better
Fair enough. Just an idea that I felt the need to express. 