Ever notice how newer maps are so linear?


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I agree that the maps need work. Honestly, so do the power pools. Why not do both and introduce new power pool powers that deal with things on the maps. In other games they have things like traps, locked doors that players with specialized skills are required to access. So why not have a hacker/lockpick power pool to go along with new maps that have alternate(shorter) routes that are dangerously trapped or locked? Why not have a new detective power pool that makes glowing clues(like for example, foot prints) show up that leads to a side mission( would work great on outdoor maps).

Since The fitness pool has become inherent, that means everyone basically has three new powers. Why not give us something to do with those powers. One of my favorite parts of DDO is playing a rogue because I can deal with locked doors and traps, so its more tacticle than just running through and killing stuff.


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Originally Posted by CommunistPenguin View Post
I agree that the maps need work. Honestly, so do the power pools. Why not do both and introduce new power pool powers that deal with things on the maps. In other games they have things like traps, locked doors that players with specialized skills are required to access. So why not have a hacker/lockpick power pool to go along with new maps that have alternate(shorter) routes that are dangerously trapped or locked? Why not have a new detective power pool that makes glowing clues(like for example, foot prints) show up that leads to a side mission( would work great on outdoor maps).

Since The fitness pool has become inherent, that means everyone basically has three new powers. Why not give us something to do with those powers. One of my favorite parts of DDO is playing a rogue because I can deal with locked doors and traps, so its more tacticle than just running through and killing stuff.
That would just be trading one "must have" "optional choice" for another. If it was AT-based, then that would be forcing team structure on us, "must have a healer/tank/mage/thief", not to mention killing/slowing solo play unless you were running said thief.


 

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So, just to be clear, "newer maps" in the context of this thread basically refers to every map added since launch in 2004? Right, got it.

And, really, i haven't noticed that on the larger office and warehouse maps for Preatoria, just some of the lab maps.

Then again, i'm still happy that they retrofitted doors inside the mission that could open into the launch maps. i mean, those weren't even in the game until Issue 1. Oh, and the outdoor mission maps were a nice touch as well. i remember the first time after they were added and i got a "Board Train" mission. That was sure confusing for a couple minutes... "Board train? To what zone? Which zone is the door in?"


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Originally Posted by Schismatrix View Post
So, just to be clear, "newer maps" in the context of this thread basically refers to every map added since launch in 2004? Right, got it.

And, really, i haven't noticed that on the larger office and warehouse maps for Preatoria, just some of the lab maps.
Consider me counting Launch maps and I1 maps, and anything beyond that is "new." However, keep in mind that not all instances added to the game thereafter are actually genuinely new. A lot of those are texture swaps, which do constitute new visuals, but the actual instances still use the old layouts.

So, Villain offices, villain warehouses, villain caves and villain sewers are actually old instances, as are Praetorian offices and Praetorian Warehouses. The new instances which came with CoV were Arachnos bases, Longbow bases (they have some new rooms and entirely their own layouts) and Arachnoid tunnels, and the new instance maps that came with Praetoria were only the Praetorian Labs and the Praetorian Tunnels. Everything else is recycled, and thus using old tileset layouts.

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I have to admit to one thing, however - outdoor missions are almost never linear. Even in cases where they aren't just large open fields (such as in a city), they still usually constitute a series of interconnected paths dividing the instance into large grid sections, even if said "grid" isn't exactly comprised of parallel and perpendicular lines. City instances are easily dividable into blocks by just following the city blocks, but wilderness instances are usually dividable in a similar way based on certain terrain features.


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Originally Posted by Arcanaville View Post
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Outdoor maps are some of the most annoying maps I've seen, especially when it comes to finding a specific object or one particular enemy to defeat.


 

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Originally Posted by Clave_Dark_5 View Post
That would just be trading one "must have" "optional choice" for another. If it was AT-based, then that would be forcing team structure on us, "must have a healer/tank/mage/thief", not to mention killing/slowing solo play unless you were running said thief.
not really, since they would access optional alternative routes, or locate optional side missions. Sure if you want to get the max possible xp or the fastest possible route they could be considered important, but most people would be fine taking the standard route, or having someone stealth and tp. Having them power pool based allows for greater range of character concept, ie batman as a scrapper with detective power pool vs dick tracy as a blaster with detective powerpool, and it frees up the "must have x" archetype.


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Map design is always tricky for developers. I remember all the controversy over Halo's design (the first game). Many people complained that it was too similar and felt repetitive, and the designers pointed out that architecture would be like that. I think most of the issues came from that one... Library level, I think it was called? Where you were going up one elevator after another to fight another level of hordes of enemies. The level names even joked about it, but it was repetitive (even if I was fairly tense the whole time playing it).

Still, designers run into this issue all the time... much architecture does need to repeat to some extent, though of course the best architects out there can serve both form and function. A game designer has a whole new set of rules to work with.

I really noticed the difficulty this thread is touching on when designing for the Mission Architect. The story arc in my sig has some missions where it is EXTREMELY important that some objectives are at the start, middle, and end. Getting them to work was sometimes a challenge, and I can only imagine the devs have the same issues. You can have some missions in the open area maps, but you have to be okay with those being free form for the players (and possibly skipping around for the objectives as well).

Free form mission design can also have disadvantages from a player perspective... I know things are somewhat fun, but also a little loosey goosey with the first mission of the new Admiral Sutter TF (which is basically an open map with some indoor locations on it). I kind of liked it, but it also meant that I wanted more objective targets on my screen, which I noted in my feedback about the TF. Later missions in the TF are also a little more open, but also more confusing to find your way around the first time because things aren't quite so linear.

These are the same difficulties game masters have in tabletop roleplaying, of course. Trying to make the game seem not on rails, even though you probably only designed so many things for the players to explore and do. The devs have it here as well, of course.

There are some Praetoria lab maps with more than one route, but they are quite linear, and I suppose I would like things to have multiple routes to the end objective, just to keep the illusion of not being on rails. Still, I can understand the difficulties, and rarely bother myself with statements like "hey, I've been in this layout before," unless it's two missions in a row. I'm looking at you, Citadel Task Force!

With everything else, I suspend my disbelief. Still, it behooves the devs to have more map types, layouts, and probably more options to get to the end (when the story can support that).


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Posted

It's hard to mash ambushes onto players if the map is less linear.

Or, it's trickier to get 'em to do certain events in order without a lot of back-and-forth and searching.


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As I said before - multiple-path locations doesn't have to entail open-surface maps with no defined paths, and it doesn't have to preclude going through specific locations. It's what I like to call a hubbed design. This is where you split your map into various checkpoints where important events happen, but give the player multiple paths between said events. In older office buildings, lifts act as such checkpoints. No matter how sprawling one storey is, you can only enter and exit it at one point.

What I mean by this is that a map can be designed with many branching and re-merging paths, but still have a linear progression of important locations if all paths are occasionally bottlenecked through said important locations. All roads lead to Rome, as it were. This gives the map a more open feeling, it makes progression through it easier to track and it gives developers specific locations that they can be sure the player will pass through in order. Other games have used it in the past.

Games have historically always had such bottleneck points, even games where this isn't obvious. Whenever you have a level which ends when you reach a certain point, you have a bottleneck. It doesn't matter how sandbox the level itself is, you can always bottleneck the player at least some part of the way directly before the exit point and force him to go through specific events. Assassin's Creed does that all the time by use of unclimable fortresses with only one viable entrance that specific missions force you to find and then play cutscenes when you do.

All I'm asking for is that a little more care be taken with map design. We're obviously not using random-generated maps (as should be obvious if you do a /whereami inside an instance), so there's really no reason why these should be done with so little regard. Remember, guys - we spend almost our entire time in this game inside instances. These are the environments we see the bulk of the time. They should be an important part of the game which receives a high priority and much developer attention, not something to knock together whenever there's time between other projects and drop it entirely.

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Incidentally, what killed Halo for me was that its locations were BORING. Forest to indescribable tech base to forest to indescribable tech base. When your locations don't look like anything, it doesn't matter how architecturally diverse they are (and Halo's weren't), because in the eyes of the player, it's all just weird alien tech and non-descript forest. This is a problem we faced with Arachnos maps way back when. It doesn't matter what pipes and cables and consoles you hook up to the sides of your corridors when they're of this hard to describe fantasy tech. At the end of the day, all players see is "still more corridors" with different props strewn about. Locations don't need to BE diverse, they need to LOOK diverse, and in order for one location to look different from another location both locations need to look like something the player can recognise and tell apart.

This is a common problem in modern gaming, especially with the proliferation of the Unreal engine of late: Locations don't look like anything. When it's all an indescribable alien mess of stuff, is one pile of unrecognisable metal really going to look different from another pile of unrecognisable metal when all you really see is just different flavours of the same general thing? It's more important to make your locations memorable in some way, so that when players see one, they remember it, and they remember it when they see the next location, and they can tell at a glance that they're in a different place.

This is why Half-Life succeeded so well back in the day - because its locations looked like something. When you're out at the dam wall, you know it's different from the offices you were in before, and you know those are different the service tunnels you were in before that, and you know those were different from the elevator shafts you were in before still. "Where am I now?" is a question the player should be able to answer at every point in his journey, because if he can't, then every place he goes to will look like every place else.


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Originally Posted by Arcanaville View Post
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Amen brother.

The maps in this game drive me _crazy_ what I wouldn't give for sane architecture where:

1. You didn't need to walk through someone's work area to get to a lift.
2. The floors actually conformed to the shape of the building
3. The floors conformed to the shape of each other.
4. Mission objective are placed in sane locations (ah yes the safe is in the middle of a lobby/The secret computer in on a desk in the hallway)
5. A wider selection of glowies/destroyables so they can more accurately match the mission objective
6. Clipping boxes on objects are smoothed to prevent getting stuck on plants or tables
7. NPC's doing location appropriate emotes (we got a _little_ of that with the first paper missions)
8. Mayhem style random destroyables (that don't appear on tab targeting)
9. Dynamic colouring of key element (walls etc) provides tremendous variation for (comparably) minimal work

As truly awful as most of the instanced maps are the things that surprises me most is that the are not actually random, they were individually designed (from prefabs), they possess all the negative points of random layout (does not match supposed use, repeating blocks) without any of the benefits (keeping players on their toes, freshness of challenge)

Personally I think the reason we don't get new tilesets (I only really count the troll/rikti/cimeorran caves and the Praetorian labs, the rest are so similar to existing assets or just so small) is because the devs know with their current build tools they would still need to manually generate a load of maps using those prefabs. A directed-random map generator with an extended tileset would do _so_ much for the game.

I've said it once and I'll say it again, Paragon _need_ to invest in their build tools. With all of the assets they have available it should take a day to knock up 5 new mansion-style maps (re-using offices and the midnighter building)

If they updated the build tools they could hold a competition to let players build maps for the game, hell just update the demorecord format we'd do it in text files if needed. Get us to do the work.


 

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Mission objective are placed in same locations (ah yes the safe is in the middle of a lobby/The secret computer in on a desk in the hallway)
Did you mean "sane"? Becuase they are indeed placed in the same locations. (as are the spawns, btw.) It's just that the number of combinations is pretty large.

And by the way, I can't reiterate how much I disagree. Glowy-hunts are already annoying enough with relatively linear maps, now imagine them in a more open/random design. (And most of the objectives would face similar issues)


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Originally Posted by Arilou View Post
Did you mean "sane"? Becuase they are indeed placed in the same locations. (as are the spawns, btw.) It's just that the number of combinations is pretty large.

And by the way, I can't reiterate how much I disagree. Glowy-hunts are already annoying enough with relatively linear maps, now imagine them in a more open/random design. (And most of the objectives would face similar issues)
Yeah, sorry about the typo.

Just because current glowie hunts are annoying doesn't mean that they would become more annoying just less boring. What if it was reasonable to expect that computers would be in a computer room, or a safe in a vault rather than just in a hallway somewhere.

What if glowie hunts were prefaced by "interrogate 10 XXX to discover location of YYY" and after that the glowie was marked on the map for example?


 

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Yes absolutely agree with you guys. Tilesets and maps should be far more a priority than they have been. The greatest addition to this game (aside from ragdoll physics) was the transition maps (when you go from an office building to a sewer map). When the released that it blew my mind. Because maps had become so stale and repetitive. They need far more tilesets and layouts.

And why not add some interactivity to the maps? Put those sensors (from mayhem missions) in more missions. Put in more explodable objects too. Maybe have walls you have to break down. When they added mayhem missions they added a lot of good new tech and I was hoping it would eventually carry over to the game at large, but it never did. The Frostfire ice slicks were also a nice touch. More like that please!


 

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Originally Posted by Crazy_Larry View Post
I mean, when you step into the Eden trial, it feels so much different than anything else in the game. Even if that trial has become somewhat easy and the "epic-ness" has faded somewhat, it FEELS epic, and the devs need to be incorporating that feeling into the new Incarnate trials.
Yeah Eden feels like nothing else in the game as far as the map is concerned. Which is interesting considering it's blatantly linear.

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Originally Posted by AzureSkyCiel View Post
I couldn't agree more. Let's not also forget that Paragon, the Rogue Isles, and Praetoria are a City of Super Heroes, a City of super Villains, a paranoid police state respectively, it'd be easy to imagine that the office buildings (To say nothing about any of the other places) would have panic rooms, shutters and sturdy doors to lock areas down, people working in them erecting barricades, or even the enemies raiding the building have brought portable shield wall generators or made their own barricades to impede your progress. And then there's the idea of other security measures spawning, such as batteries mini-defense turrets, security cameras (in the form of those laser strobes from mayhem missions), or even just traps laid out by others.
From there maps can become amazingly creative in ways to circumvent these things. Like finding the security office and hacking/taking over the security systems to make things easier, busting down barricades with our raw POWAH!, or even just a clever reskin of what's basically an elevator in the form of fire stairs, open windows near drain pipes, open elevator shafts, air ducts, etc. etc.
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Originally Posted by Samuel_Tow View Post
This is the point where I start to question developer priorities, to be honest. Most of the tilesets we use now have been in the game since Launch. Think about it - normal/old offices, normal/old warehouses, blue labs, caves, Column/Council caves, Oranbega, sewers, pink tunnels (Issue 1), ships (Issue 3)... OK, CoV has its own versions of most of the old maps, but those are just reskins of existing tilesets. And even Going Rogue uses reskins of offices and warehouses.

We've gotten new bits to old tilesets exactly ONCE - around I8 or something like that, and it was a HUGE improvement. A dozen new corridor pieces, a dozen new rooms, it made things almost new again... For offices and warehouses, anyway. Nothing new for blue labs ever, nothing new for sewers at all, still the same three ship maps...

The single greatest complaint said by easily the most people ever against this game is the instances. Why they're a problem varies from person to person, but they're almost always the problem. They're repetitive, they're nonsensical, they're boring... And how much has been done for them? Not all that much. In fact, the more genuinely new instances we get, the more boring they become. No offence to Praetorian labs, but those are mostly just giant square warehouses with props strewn about.

Instances are hover half of what we spend our time in, if not more, so why do they always receive such rock bottom priority?
Quite simply, maps need to be more dynamic and need better insight to their creation even if they are nonsensical in the actual design. A lot of maps have doors that are just scenery. If objectives could open them up, it could make things pretty interesting. Well, it'd be interesting if Reveal didn't exit.

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Originally Posted by Serva_Obscura View Post
Personally I think the reason we don't get new tilesets (I only really count the troll/rikti/cimeorran caves and the Praetorian labs, the rest are so similar to existing assets or just so small) is because the devs know with their current build tools they would still need to manually generate a load of maps using those prefabs. A directed-random map generator with an extended tileset would do _so_ much for the game.

I've said it once and I'll say it again, Paragon _need_ to invest in their build tools. With all of the assets they have available it should take a day to knock up 5 new mansion-style maps (re-using offices and the midnighter building)

If they updated the build tools they could hold a competition to let players build maps for the game, hell just update the demorecord format we'd do it in text files if needed. Get us to do the work.
More tools for both the developers and players would be nice but I sort of don't see it happening. However, you make a massive point that things like mansions should be "easy" to make by re-purposing assets.


 

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Originally Posted by Samuel_Tow View Post
In general, I'm with Bill on this one. Always been a fan of more believable maps which resembled real buildings. I keep bringing up Oni as a good example, as it had some of the best level design... Pretty much ever.
Except that most of those rooms, while realistic, were empty of pretty much everything.


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Originally Posted by Zamuel View Post
However, you make a massive point that things like mansions should be "easy" to make by re-purposing assets.
I think the inside of Mother Mayhem's asylum might look a bit like the inside of the universities, going by the concept art for the outside of her lair.


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I've always felt that every Issue should have one new instance map not associated with Issue-specific content. So if I21 has a new Trial it needs new maps of course, but it should ALSO have one new instance map that will go into the Map Queue for generic instance missions.

Even 1 new map since I10 would give us 10 new maps by now. 2 new warehouses, 1 new cave, 1 new Arachnos base or whatever.

Some of the missions now use alternate entrance doors. The first time I realized I was coming in the side door of Office 8 I was pleased because there was that feeling of being unsure. Sadly the spawn points are always the same.

I also agree that even the common instance mission needs more elements to make it interesting. Locks to pick, computers to hack and so forth. However so as to not exclude anyone there needs to be at least 2 ways to accomplish anything and one of them is generall smashing.

Example: Timed mission in Praetoria where we need to break in and steal the files before the PPD shows up. Timer is 5 minutes normally but shorter on higher Diff. Some missions should include at least one thing to slow the team's progress like a locked door or computer to hack. Anyone without those skills can either take longer to do them as a default or smash through for some sort of minor disadvantage like shortened timer or possible ambush.

That way you don't HAVE to be a thief to get it done but it helps. If the idea is more for theme than huge benefits then players will choose as they wish. Plus there is the added potential of new badges for picking locks as opposed to smashing doors.

And PLEASE can we somehow have somewhat random spawn points?

Also, and this is asking a LOT, but I want the ambush code from Left for Dead. For those who don't play it the game reads the team and how well off they are with regards to health, ammo and so forth. If the team is doing really well then they get jumped by Zombie hordes more often. If they're getting creamed the games backs off on the random ambushes.

Ever since I saw this I felt it should be the new Market standard. Factor it in as part of the Diff Slider with -1 as no ambushes, 0 as normal and so on as the team gets better/more powerful. If they're getting smeared they might see 1 unless the Diff is cranked. If they're doing well they might be buried under a sea of bad guys.

Anything to make the game less predictable is good IMHO.


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Originally Posted by Crazy_Larry View Post
My problem is that everything must be reusable now. Back in the day, the devs worked their ***** off creating maps like the ones used in the Eden, Sewer, and hero respec trials. The result was something completely unique that made those encounters feel "epic". Or at least unique.

Now everything is reused and recycled. The biggest end game encounters are set in chunks of map that we've seen elseware (the warehouse in Lambda was new, but it's not much to write home about and it was also put elseware in the same issue.)
There was a 3rd-person racing game from Akklaim, 'Re-Volt', that had you driving RC cars around 'full-size' courses -- the interior of a museum, the streets of a suburb, a supermarket, etc. As an add-in, it had a 'track editor', which let you place pre-defined track sections to make a race course.

Now, I'm sure everyone can, by now, describe in their sleep the 'building blocks' of the office, cave, and lab maps; it's clear that these maps are made by gluing together standard building blocks. However, the mechanisms for doing this aren't user-friendly -- everyone has seen the odd 'black wall' in a map, or watched a mob get knocked outside the map. When I've asked the devs about it, they've told me that the tiles from which the maps are built don't fit together cleanly, and require cleanup after they're positioned to make a map. It seems to me that if the devs could get the map tiles cleaned up enough to where an editor could let players drop tiles into position and have them link together, we could see an explosion in the available maps.

Initially, there would have to be some sort of 'vetting' mechanism, where you could create a map using an offline tool, upload the tile arrangement to NCSoft under your account, and an automated tool on their end would check it for things like having corridors open to limbo, bad links, etc., and would then put it into an area where you could use it in an AE mission, where people would be able to rate the maps, with top-rated maps getting picked up for use as 'stock' maps.

Once a 'snap-fit' map system was in place, it would then be possible for the devs to create an automated map creator, where you fed it a loose description (office tileset, three floors) and have it spit back a randomly-generated custom map, so we wouldn't keep seeing the same maps over and over and over again in tip and radio missions.


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Originally Posted by srmalloy View Post
When I've asked the devs about it, they've told me that the tiles from which the maps are built don't fit together cleanly, and require cleanup after they're positioned to make a map.
That totally defeats the purpose of modular level design. I'm frankly quite surprised by this. Then again, the more I learn, the more problems I see here that should have never seen the light of day. Don't get me wrong, I still love the game but some of these problems stem from easily correctable issues and it makes me wish they cared more. It bugs me when classmates don't make modular maps correctly; it's even worse when it's professionals.

That said... uh, Devs, can I come fix this type of thing when I'm done with school? Not really what I want to do (environments aren't my favorite thing to make, I like props and characters more), but I do know what I'm doing with them.


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Originally Posted by Johnstone View Post
That totally defeats the purpose of modular level design. I'm frankly quite surprised by this. Then again, the more I learn, the more problems I see here that should have never seen the light of day. Don't get me wrong, I still love the game but some of these problems stem from easily correctable issues and it makes me wish they cared more. It bugs me when classmates don't make modular maps correctly; it's even worse when it's professionals.
It doesn't defeat the purpose; what it does is highlight an aspect of the game that shows that it was rushed out the door before all the tools to manage it were in place.


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Quote:
Originally Posted by srmalloy View Post
There was a 3rd-person racing game from Akklaim, 'Re-Volt', that had you driving RC cars around 'full-size' courses -- the interior of a museum, the streets of a suburb, a supermarket, etc. As an add-in, it had a 'track editor', which let you place pre-defined track sections to make a race course.
I think a better example would be TrackMania, since ReVolt's track editor made floating platforms, as far as I remember, whereas TrackMania's editor was more along the lines of designing a real-world course with props, terrain heights, walls, lakes and so forth. Very, very powerful stuff that made for much creativity and entertainment.

Quote:
Originally Posted by srmalloy View Post
Now, I'm sure everyone can, by now, describe in their sleep the 'building blocks' of the office, cave, and lab maps; it's clear that these maps are made by gluing together standard building blocks. However, the mechanisms for doing this aren't user-friendly -- everyone has seen the odd 'black wall' in a map, or watched a mob get knocked outside the map. When I've asked the devs about it, they've told me that the tiles from which the maps are built don't fit together cleanly, and require cleanup after they're positioned to make a map. It seems to me that if the devs could get the map tiles cleaned up enough to where an editor could let players drop tiles into position and have them link together, we could see an explosion in the available maps.
There is that, yes. The problem with some maps is that room entrances can be at different heights, and not all maps conform to a specific tiered levelling structure. Offices do, they have a low, medium and high level to their rooms, so it's easier for them to snap together, but I'm not sure if the various cave maps do.

The tileset pieces do indeed match up against their entrances cleanly enough, the problem is that I don't believe there's any system in place to "snap" them together, so they need to be aligned by hand. In fact, pay attention some time and look for the "rings" around where tileset pieces are connected. In warehouses these represent a raised surface on the floor, walls and ceiling. In offices, this is sort of a step on the floor and a ledge around the ceiling and floor. In Arachnos maps, it's one of the mesh support rings. In almost every case, the joints between different tilestet pieces are hidden by extra geometry. Praetorian tunnels don't really have that, as large rooms are actually comprised of smaller pieces with walls missing, if you've ever noticed, but they're the exception, and the joints between them can be somewhat visible if you know where to look. I think...

But, in general, I agree. The developers need to work on making an actual map editor, even if it's just for their own use. Having a system of pieces which can be arranged to fit together is a great plus that needs to be exploited for easier map making.

I believe the problem is that there is no standardised "grid" that the various pieces can be arranged in, since corridors are not of a standardised length, so you end up having to judge distances by eye and set distances by hand. Remember, most track editors tend to have track sections that are one square long or two squares long and so forth, and larger pieces that are, say, 3x3. Now imagine if you had a track section that was 2.31 long, one that's 1.17 long and you had to connect pieces of 1.99x2.87 and 0.89x1.11. Not very easy to do, and would require a lot of manual work. So, yes, working on a level editor may entail tweaking existing tileset pieces to force them to conform to a given standard, and it might end up invalidating pretty much every single older map, but I still feel it is worth it.

Again, "the instances" are easily the number one complaint I've seen over the years, so they really ought to get a much higher priority than they do. If it costs time and money, then that's just what it costs. This IS the core game, after all. And this statement is not an opinion. Instances ARE the core game.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

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Originally Posted by Johnstone View Post
That totally defeats the purpose of modular level design. I'm frankly quite surprised by this. Then again, the more I learn, the more problems I see here that should have never seen the light of day. Don't get me wrong, I still love the game but some of these problems stem from easily correctable issues and it makes me wish they cared more. It bugs me when classmates don't make modular maps correctly; it's even worse when it's professionals.

That said... uh, Devs, can I come fix this type of thing when I'm done with school? Not really what I want to do (environments aren't my favorite thing to make, I like props and characters more), but I do know what I'm doing with them.
That's par for the course for Jack Emmert and Cryptic, actually. You can see that kind of thing all over in their games. They did not design this game with long term game development or customization in mind.

You can't entirely fault them for that, of course. It's a common problem with a lot of things. My department at my college has a textbook we put out, and it is in need of major revision. Part of why it is so hard to revise and revamp is because it's too integrated: each chapter refers to many other sections of the book, so any change to one part of the book requires finding and revising those parts.

We're going to rewrite it so it doesn't do that so much and each chapter can stand on its own. Overall design for any more complex system is always tricky. Still, there's a lot to be said for designers that think about that stuff ahead of time.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory