Make map size be dependent on group size


OzzieArcane

 

Posted

Hi:

I have noticed that when doing missions, TFs or what not the map size is fixed, regardless of group size; what does changes are of course the number of spawns, and nature of spawns (difficulty drives level of the spawn primarely).

I was thinking why not modify the map size based on the size of the group. If the group size is "8" throw in the mega-gigantic-map with several multi section "verizon" rooms (Pool, CoT Cake Room, factory Quad Room), but say if the group was say 4; throw large rooms with out the "Verizon" rooms. If the group is one, that means we are likely soloing a contact "Thread", make the maps small. Why I suggest small? I would think, my interest is in the thread itself, the story arc, the living the tale. Thus small maps to experience the tale would be appropriate, while huge maps would take so long, you would fail to enjoy the story, kinda a feeling of can't see the forest for trees effect.

Hugs

Stormy


 

Posted

Not likely. Not all maps might have enough options for this, so they'd have to change code for specific ones only. Also, if you're teaming all you'd *ever* see are the same big annoying maps. I don't like all those big annoying maps (especially the Council caves) and I'm sure lots of others would agree.

Plus, have you not played with the Mission Architect? You assign a map at the start of it, thus maps which have specific goals *must* have a certain amount of map to go on.


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Posted

i see your point in largeteam you will always get the same annoying huge maps, but aren't we already always getting the same annoying large maps any ways?

Stormy


 

Posted

No, I play lots of different things, and I solo


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Posted

Bad idea, especially with TFs which can already take too long if you're playing the older ones.


 

Posted

[ QUOTE ]
Bad idea, especially with TFs which can already take too long if you're playing the older ones.

[/ QUOTE ]

I fail to understand your objection, the old TFs have been re-tooled to take advantage (abuse) of the new maps, to include the new mega rooms, which often leaves players wondering where the room ends, since it is really composed of many rooms.

The effect of my proposal, is for small groups or folks soloing to not getting slapped on the face with gigantic maps, leave those for the full groups of 8 set and the highest level of difficulty.

Stormy


 

Posted

But what if I *like* soloing long maps? And teaming on short ones?

The problem isn't really that "everyone" hates long maps. The problem is that some maps *must* be made a certain size, with certain restrictions on them.

In the MA which I mentioned before, when you select a map you can see how many objectives there CAN be placed on it. If I were to start a TF or established mission arc solo, it would *have* to scale to me - causing the difficulty to change in the process. A map that MUST have, say, 16 glowies on it, cannot be made from some of the smaller maps.

Yes, there could be "except this map or that map" but once you get into any kind of exceptions, that pretty much negates the purpose of it. The maps are all good, we can hate them and still play em. (And, promise not to use certain ones in the MA because if they're not going to outright remove the Council Swimming Pool map - or one of those Oranbega maps that people hate (and I don't hate) - in the real game no one HAS to put them into their own stories...)


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