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Posted: 04 Mar 2006, 19:42
by diggz2k

Could maps be made like this map and then have AF's idea for connecting the edges via teleporting?
Posted: 04 Mar 2006, 20:56
by SinbadEV
No... maps should be a geosphere projection instead...
Posted: 04 Mar 2006, 22:25
by Masse
i would love maps without edges... it would be way harder to defend but it would be lots of fun

and there's "no other" games that use this so its pretty unique

Posted: 04 Mar 2006, 22:47
by Dead.Rabit
no other games that use it... well no other RTS that i know of do.. i think its the future...
but no it wouldnt work like u think it does diggiz2k..
the square if u go off the left u reapear on the right... with no disapearing... you would just walk over the seam as though it were not there.. its not really a globe surface
also if you try to imagine it looping around in your head it cant be done...
its an opticle illusion... like the "which square is larger" type thing
i think it provides more stratergy and base planning but nothing else would change... make the game more challenging. =]
Posted: 04 Mar 2006, 23:03
by SinbadEV
Nah it's a matter of perspective... I have a friend who could explain the math, but a "double looping cylinder" from our perspective can be represent as a sphere... I wouldn't mind trying out a map like this... but the engine would have a hissy fit over it I'm sure...
Posted: 04 Mar 2006, 23:11
by Torrasque
I would really like to play sometimes those types of map.
Of course, the maps should be specifically made for this purpose.
But sadly, I don't think it can be done now...I pretty sure that the game should be devlopped with this idea in mind from the beggining....we can't just hack that.
Posted: 05 Mar 2006, 01:39
by SwiftSpear
SinbadEV wrote:Nah it's a matter of perspective... I have a friend who could explain the math, but a "double looping cylinder" from our perspective can be represent as a sphere... I wouldn't mind trying out a map like this... but the engine would have a hissy fit over it I'm sure...
The math is easily explainable, but it's NOT a sphere. From a spacial transferance prespective is essentially allows teleportation. It's not a primitive that can acctually be represented in real life.
Posted: 05 Mar 2006, 02:02
by Maelstrom
This shape can be represented in real life. As I said earlier, its a torus.
http://mathworld.wolfram.com/Torus.html
On that page they even explain how to make one:
Mathsworld wrote:t can be constructed from a rectangle by gluing both pairs of opposite edges together with no twists
Which is exactly what you are thinking about.
Posted: 05 Mar 2006, 18:07
by AF
ahem, the reason i said "it should work onyl for zaphods new map rendered and format" is because of the tiyn world problem and so on, aswlela s ti make the whole process easier.
That adn zaphods new map format can support maps at 4kx4k, and since we wont need the extra terrain outside the game area to hide the terrain then the restriction could be removed and the renderer forked.
As for having a torus map where ti wasnt spherical btu ti just repeated offmap, remember when I originalyl posted the problem here that on a small map you can see a huge nubme rof commanders, and no matter how hard you try to escape the enemy you'll never get anywhere because there's another commander.
Also how about say you're in grid 1 and another commadner in the distance is your enemies clone, what happens when you choose to atatck that comamdner and not the enemy next to you? Does the projectile zoom across your screen several times till ti reaches your enemy, or does it zoom off and hit the enemy commadner but nto the one thats next to you resulting in urnealistic damage? Or do you see all the comanders fire and hudnreds of projectiles?
Posted: 05 Mar 2006, 19:09
by Dead.Rabit
the zoom would have to be set so as you couldnt see over and accross the whole map... if that makes sence... as you cant view 100% of a planet at the same time (ie if your looking at great britain from space you cant see japan)
Posted: 06 Mar 2006, 22:46
by Forboding Angel
ehh, wel we do have the ability to make edge wrapping heightmaps... Pathways is a good example. I could easily make it a 40 x 40 (not that that's a good idea.
I'm not a real big fan of the idea tho. Besides, the engine would need a complete re-write I imagine. I doubt very few of you would be willing to volunteer for that.