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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
5134
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Posted - 2013.07.26 10:23:00 -
[1] - Quote
As you know, we miss the old Crater Lake map, but I understand that its not possible to make those kind of maps anymore with the current technology Dust uses. There are ways to create a map that have the same general feel as Crater Lake though; make a map or two with a series of spikes that act like walls, and thus create pathways between the walls of spikes. What made Crater Lake special was that it wasn't just open terrain like most of the maps we have now, instead it had many pathways through the terrain. Those pathways don't need to be carved through a canyon with cliff sides, they can be created between long walls of spikes and boulders as well.
The second thing I want to say is you guys need to look into updating the kind of tech you're using if it creates such a large issue in what is feasible for the maps. Right now sadly the maps are very boring and empty. If the current map tech is preventing us from getting good maps like Crater Lake, then the tech itself is a problem.
Third thing I want to say is that you could create terrain things as medium socket items. For example, you could try assembling something like a canyon like Crater Lake from pieces of a canyon socketed on a regular map by having the canyon pieces be medium socket items. You could create caves and stuff by treating them like socketed buildings, and just attach them to the map. |
Mobius Wyvern
BetaMax. CRONOS.
2694
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Posted - 2013.07.26 11:52:00 -
[2] - Quote
KAGEHOSHI Horned Wolf wrote:As you know, we miss the old Crater Lake map, but I understand that its not possible to make those kind of maps anymore with the current technology Dust uses. There are ways to create a map that have the same general feel as Crater Lake though; make a map or two with a series of spikes that act like walls, and thus create pathways between the walls of spikes. What made Crater Lake special was that it wasn't just open terrain like most of the maps we have now, instead it had many pathways through the terrain. Those pathways don't need to be carved through a canyon with cliff sides like Crater Lake, they can be created between long walls of spikes and boulders as well. The second thing I want to say is you guys need to look into updating the kind of tech you're using if it creates such a large issue in what is feasible for the maps. Right now sadly the maps are very boring and empty. If the current map tech is preventing us from getting good maps like Crater Lake, then the tech itself is a problem. Third thing I want to say is that you could create terrain things as medium socket items. For example, you could try assembling something like a canyon like Crater Lake from pieces of a canyon socketed on a regular map by having the canyon pieces be medium socket items. You could create caves and stuff by treating them like socketed buildings, and just attach them to the map. EDIT: Going to bed now, hopefully a blue tag when I wake up. Well, no blue tag so far.
Actually, this reminded me of an idea I had.
I'm not sure how many of you here have played the Splinter Cell series, but my favorite game of the five was the third one, Splinter Cell: Chaos Theory.
Now, all of the games looked far better on PC than on console, as is pretty much inevitable given the power gap that rapidly develops between the two platforms after launch. It was business as usual in this regard until the aforementioned title, at which point they did something rather neat.
Now, all the other save files in my XBox were <20 blocks, but the save file for Chaos Theory was 1071 blocks because they used around the usual amount for the save data, and the rest as virtual memory to expand what the console could store for graphical processing.
This resulted in the following: Chaos Theory on the PlayStation 2 Chaos Theory on the XBox
It may be somewhat hard to tell from these pictures, but the XBox version managed to have visuals that matched those of the PC version using this method.
I'll also point out that that was achieved using an IDE HDD running at 5400 rpm. The PS3 uses a SATA HDD at the same rpm that allows for far faster transfer rates than what the XBox could handle.
The point of bringing this all up is that this seems like a means of expanding the memory the console has to work with that the Dust team hasn't considered. Given it worked really damn well for a console designed and released around a decade ago, I think the same could be attempted here. This could possibly allow for the full scale of maps to be employed, or maybe even larger ones, while improving performance as well.
Just a thought. |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
5139
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Posted - 2013.07.27 03:25:00 -
[3] - Quote
More thoughts welcome |
The-Errorist
BetaMax Beta CRONOS.
72
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Posted - 2013.07.27 04:43:00 -
[4] - Quote
Great ideas you 2. +2 to yous
I really wish I could get the same kind of awesomeness that craterlake map brought in skirm 1.0 had back to dust. That map was amazing. All of the new environments, moods, lighting, and texture improvements don't even come close to the awesome fell and complexity of that map. |
Jen Gelfling
Sinq Laison Gendarmes Gallente Federation
14
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Posted - 2013.07.27 05:06:00 -
[5] - Quote
I think that have this idea that maps need to be mostly "open" for vehicles and longer range weapons to be equally viable across all maps. However, this clearly isn't the case on certain maps that already keep combat clustered into certain areas and wind up less/more tank/sniper friendly.
I think the "socket" system is very interesting, but I think the tech needs to be more flexible than swapping color palettes, skyboxes, and installation types on the same exact maps. There was another recent thread that touched on the flatness and lack of unique geological formations and terrain on maps. These are connected issues.
Are we to believe hundreds of planets have a formation exactly like Manus Peak, but with different Races installed there? More unique formations (they were showing spectacular unusual rock formations) would actually make the problem stick out more. How likely is it that an extremely unique rock formation is replicated across 100 worlds in the exact same place after all?
"Sockets" that exchange and move around racial surface installations are all well and good, but some means of randomizing and the geographic and terrain features is needed too. The surface installations have more of a reason to look similar (within reason) than the terrain if you think about it. One feature is manufactured, the other is supposedly natural.
On that theme, formations that block and channel player movement (as suggested in the OP) are probably a good move. After all, famous historic battles (Thermopylae, etc.) have relied on such features more so man-made ones. It's those natural formations that are more lacking now than the light variety we see in randomized structures. |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
5157
|
Posted - 2013.07.27 07:14:00 -
[6] - Quote
Jen Gelfling wrote:I think that have this idea that maps need to be mostly "open" for vehicles and longer range weapons to be equally viable across all maps. However, this clearly isn't the case on certain maps that already keep combat clustered into certain areas and wind up less/more tank/sniper friendly.
I think the "socket" system is very interesting, but I think the tech needs to be more flexible than swapping color palettes, skyboxes, and installation types on the same exact maps. There was another recent thread that touched on the flatness and lack of unique geological formations and terrain on maps. These are connected issues.
Are we to believe hundreds of planets have a formation exactly like Manus Peak, but with different Races installed there? More unique formations (they were showing spectacular unusual rock formations) would actually make the problem stick out more. How likely is it that an extremely unique rock formation is replicated across 100 worlds in the exact same place after all?
"Sockets" that exchange and move around racial surface installations are all well and good, but some means of randomizing and the geographic and terrain features is needed too. The surface installations have more of a reason to look similar (within reason) than the terrain if you think about it. One feature is manufactured, the other is supposedly natural.
On that theme, formations that block and channel player movement (as suggested in the OP) are probably a good move. After all, famous historic battles (Thermopylae, etc.) have relied on such features more so man-made ones. It's those natural formations that are more lacking now than the light variety we see in randomized structures.
Aaah! a gelfling! |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
1381
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Posted - 2013.07.27 08:15:00 -
[7] - Quote
I'm not sure if getting that reference makes me old or not. |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
5202
|
Posted - 2013.07.30 09:31:00 -
[8] - Quote
Zeylon Rho wrote:I'm not sure if getting that reference makes me old or not. Doesn't matter, we're immortal |
Mobius Wyvern
BetaMax.
2735
|
Posted - 2013.07.30 13:19:00 -
[9] - Quote
KAGEHOSHI Horned Wolf wrote:Zeylon Rho wrote:I'm not sure if getting that reference makes me old or not. Doesn't matter, we're immortal The only thing you have to worry about is finding different ways to get shot in the face so it doesn't get boring. |
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