Farking huge maps? - Page 2

Farking huge maps?

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

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DUMBHA
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Joined: 21 Jun 2006, 06:33

Post by DUMBHA »

This topic makes me want Supcom even more now...
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smoth
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Joined: 13 Jan 2005, 00:46

Re: Half-resolution maps?

Post by smoth »

Pxtl wrote:Couldn't there just be a flag for "half-texture-resolution" for large maps? Cut the shadowmap size in half as well as the detail texture, etc?
If that was the case why not just make the maps relatively double their current size?

Answer: it would look ugly.


Paging landscapes are the way to go. If the game had a compiler that could break the maps into not only tiles for the texture but tiles for the heightmap we would be better off.

However, I am sure the reason they do not do this is because the terrain needs to be dynamically deformed :P
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Ishach
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Post by Ishach »

Personally I like maps where there is very little areas that are "Yours" to start (Eg, your side on altored divide). I like it when it is absolutely nessesary not only to expand into a small amount of metal patches, but have to fight over them.


I dont find this really happens in big maps. Also I find just makes gameplay tedious because of build time of defence vs travel time of units.
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smoth
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Post by smoth »

but in the end you only move forward to a new "yours" area.. so you still have it.

I think the best designs have a bit of yours and the rest of the metal outside of that.
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Ishach
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Post by Ishach »

smoth wrote:but in the end you only move forward to a new "yours" area.. so you still have it.

I think the best designs have a bit of yours and the rest of the metal outside of that.
Yeah, personally a map like Arctic Planes where you get 3 metal patches and outside of that its all stuff you have to fight over.
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smoth
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Post by smoth »

most of forboding's maps have that also. Which is good because he cranks a lot of content out.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

The way ti should be done with shadows is nto with terrain tiles (technically we already have that.).

Atm the whole map has its shadows calculated twice regardless of wether the user is actually lookign at it.

Instead shadows should only be generated for what can be seen, which would remvoe shadow map sizes as a limitation completely unless looking at an entire map at which point the shadow map resolution can be reduced to compensate.
Afterall you're not gonna be bothered about high detail shadows when you're zoomed out on a 40x40 map because they're just not large enough to be seen.
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