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Aero Yassavi
Shining Flame Amarr Empire
54
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Posted - 2013.06.06 05:48:00 -
[1] - Quote
The way CCP is doing "maps" is simply having different terrain then using sockets to insert the same collection of various surface infrastructures. Problem is we only have 5 different terrain sets and only a handful of surface infrastructures (and no racial variants for surface infrastructure we have currently).
So yeah it doesn't appear like we have much now, but once they start adding even just a few things it will add a lot of different "map" variations.
EDIT: What ever happened to that procedural generated terrain tool CCP talked about a long time ago so they can make all the thousands of districts unique while using their socket approach to ensure good gameplay flow? |
Aero Yassavi
Shining Flame Amarr Empire
54
|
Posted - 2013.06.06 05:58:00 -
[2] - Quote
THEDRiZZLE Aqua teen wrote:Aero Yassavi wrote:The way CCP is doing "maps" is simply having different terrain then using sockets to insert the same collection of various surface infrastructures. Problem is we only have 5 different terrain sets and only a handful of surface infrastructures (and no racial variants for surface infrastructure we have currently).
So yeah it doesn't appear like we have much now, but once they start adding even just a few things it will add a lot of different "map" variations.
EDIT: What ever happened to that procedural generated terrain tool CCP talked about a long time ago so they can make all the thousands of districts unique while using their socket approach to ensure good gameplay flow? Ive been building maps for almost a decade i understand how it works its aggravating because its not as hard as they make it seem CCP isn't trying to make a handful of maps though like in every other game, they are trying to make literally thousands of maps to cover all of New Eden. I mean, I believe New Eden has some 67,000 planets and that's not even including the multiple districts on each (granted they're not all temperate, but we're going to move on from temperate eventually). How aggravating does that sound? There's no way they can sit there and actually DESIGN all those maps, as such they are not taking the typical approach to building maps.
The one thing I'm concerned of is that CCP may have been having trouble with the procedural terrain generator creating good enough landscapes for battles and perhaps scrapped it. I only say this because we are not fighting on one planet now, we are fighting on several. They all just have the same exact terrain. |
Aero Yassavi
Shining Flame Amarr Empire
55
|
Posted - 2013.06.06 06:24:00 -
[3] - Quote
Shion Typhon wrote: Procedural generation of FPS maps is doomed to utter failure. They all end up total rubbish from an FPS viewpoint. Flow and cover and such are absolutely vital. The existing maps are already poor quality, we don't want them worse.
You can spice up the same map with tweaks, look at Mass Effect 3 multiplayer, they use acid rain, snow storms, night time, roving nanite swarms etc etc to make existing maps different. Though we probably shouldn't suggest high end environmental effects to CCP, I think that might be the last straw that causes the game to implode.
FPS maps need to be designed by hand, if this means maps need to be reused for multiple planets, too bad.
I disagree, though I am not sure you are completely aware what I am talking about (though you very well may, and if so my apologies). All CCP was planning on doing is proceduraly generating geographical attributes. All the surface infrastructures would actually be carefully hand-designed and then placed into the various generated terrains at socket points. The flow within these surface infrastructures is pretty good currently in my opinion. All that would change are the roads and rocks in between and on the edges of the bases. |
Aero Yassavi
Shining Flame Amarr Empire
55
|
Posted - 2013.06.06 06:29:00 -
[4] - Quote
THEDRiZZLE Aqua teen wrote:Aero Yassavi wrote:Shion Typhon wrote: Procedural generation of FPS maps is doomed to utter failure. They all end up total rubbish from an FPS viewpoint. Flow and cover and such are absolutely vital. The existing maps are already poor quality, we don't want them worse.
You can spice up the same map with tweaks, look at Mass Effect 3 multiplayer, they use acid rain, snow storms, night time, roving nanite swarms etc etc to make existing maps different. Though we probably shouldn't suggest high end environmental effects to CCP, I think that might be the last straw that causes the game to implode.
FPS maps need to be designed by hand, if this means maps need to be reused for multiple planets, too bad.
I disagree, though I am not sure you are completely aware what I am talking about (though you very well may, and if so my apologies). All CCP was planning on doing is proceduraly generating geographical attributes. All the surface infrastructures would actually be carefully hand-designed and then placed into the various generated terrains at socket points. The flow within these surface infrastructures is pretty good currently in my opinion. All that would change are the roads and rocks in between and on the edges of the bases. I believe it could work well. Simply adding some weather or time difference and calling it a completely different district on a different planet is not good enough for immersion. Our argument is one of the same ijsut want diffrent terrain the infrastructure socket system works good Agreed. Honestly don't see why it is so hard for CCP to get more maps out faster, it's not like the rock placement needs to be anything of genius, just something natural looking (and void of any pre-Uprising "Manus Peak" mountains). Honestly I was shocked to find out CCP only added two more terrain load outs with Uprising.
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Aero Yassavi
Shining Flame Amarr Empire
55
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Posted - 2013.06.06 06:36:00 -
[5] - Quote
Iron Wolf Saber wrote:More are on the way, much more.
Things start becoming more and more obvious are more options are added to all sorts of things from the sky box, weather/mood, to the ground, to the small medium and large sockets and battlefield outlines + game types.
There are about currently 12k combinations overall which is very hard to notice because the options are few between each of them but as they keep adding more and more of each option it become more and more obvious.
For uprising they had to redo just about everything current because none of the old tech was up to par or the future needs of the game. We're getting a new research lab outpost or possibly two according to the blog in the next code deployment and with it is bound to be other things that have been completed since then.
Things start to get mind boggling more complex when CCP Logic Loop started talking about sockets having sockets in IRC yesterday. Hopefully we'll see more racial variety soon, seems like all the current large infrastructures are either Amarr or Caldari. Also when they do add new infrastructures, I hope they show up more frequently. We got that new warehouse that shows up at Objective B on Manus Peak in Uprising but only very very rarely.
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Aero Yassavi
Shining Flame Amarr Empire
58
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Posted - 2013.06.06 15:17:00 -
[6] - Quote
iceyburnz wrote:Aero Yassavi wrote:The way CCP is doing "maps" is simply having different terrain then using sockets to insert the same collection of various surface infrastructures. Problem is we only have 5 different terrain sets and only a handful of surface infrastructures (and no racial variants for surface infrastructure we have currently).
So yeah it doesn't appear like we have much now, but once they start adding even just a few things it will add a lot of different "map" variations.
EDIT: What ever happened to that procedural generated terrain tool CCP talked about a long time ago so they can make all the thousands of districts unique while using their socket approach to ensure good gameplay flow? Actually we have one terrain set, the maps are just different sections of the same terrain. Technically we have one map. I'm aware of this, but in my own personal definition if it's all locked off behind the redzone then it's not really the same map. |
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