#Procedural Maps
1 messages · Page 1 of 1 (latest)
how to get increadibly bad maps 101
there is seriously no need for this
and the few upsides do not outweigh the significant and more numerous downsides
Amazing criticism bro. Very constructive
yeah, maps need to be made by hand or funky shit happens. the larger they get the worse it gets. and even if you use it as a concept, at that point you are making so many changes you might as well do it yourself the entire way
Who's to say that a robust system that produces good results can't be made? It doesn't have to be minecraft per-voxel generation - at worst just make a few presets and randomly arrange them. It tackles the problem of repetitiveness automatically
who makes that robust system?
oki who is already working on the game itself? you don't just make a robust system like that that produces solid and well balanced maps
even with presets you run the risk of getting bad results and if you eliminate those you have repetitiveness "again"
If you get a bad combination that doesn’t play well which would be most of the time, then you have to wait a whole game for it to change the map. And how would it determine objectives?
Not great idea
Every procedually generated map i have experienced has the high likelyhood of creating the most random bullshit that doesnt make a lick of sense and is unfun as fuck
Topology, roads, buildings, objectives and so on, adding those into the mix gives a higher chance of making something that just doesnt work
Theres a reason why nobody has implemented something like this in a video game of this type
Too much effort and result 90% of the time would be rancid
This is battlebit not minecraft
What makes battlebit itself is the maps
Another issue with this would be situations where you get a road leading into a wall
Good maps are hard to make, even the current ones have their own problems; an algorithm doing that.. just a mess
This would be a great idea if the game itself was different
Make a standalone fps where this is the main point and maybe it works
Maps need to be balanced for all classes
This could work in maps that are completely urban like metro in war brokers
not here
stinky idea
The only thing I see something automatically generated in maps are the outside. Take Zalfibay or Sandy for instance. Past the main map the outside basically is empty and boring, there should be stuff there too and that could be automated (if it isn't already).
So yeah, the 200m from each edges are boring and should be improved.
Frugis too
Valley too, lots of maps
Perfecting the system would be a pain in the ass
You do know vilaskis has already made the backround for bigger maps right
For like, map reworks
He even showed it multiple times
I was talking about the playable area
"Past the main map outside is basically empty and boring"
Didnt sound like you were refering to the playable area
I mean even then just trimming it or making empty playable areas more enjoyable manually would still be better than trying to leave it up to chance
It could generate a good play area. It could also generate something so frustrating to fight in nobody goes there.
Im not a betting man, I’d rather have consistency
In a perfect world the bland edges on maps right now could be randomly generated, or rocks, trees etc. or certain structures could be random. Cause it wouldnt matter there
whether there is a little hill there or 200m further is completely irrelevant
Meanwhile safezone campers that would use those exact edges of the map and terrain:
so there could be some.... tool vilaskis could have where he declares a certain area as "generated zone" and then just tells a programm which assets it can use
Look im just going to be blunt
I dont want an AI/RNG/whatever the fuck determining if half my team is going to refuse to push out of the safe zone or use their last 2 braincells to actually PTFO
Consistency is better. Maps that are consistently seen as bad (or have bad areas) can then get noticed and reworked
VS “oh cool idk if this building will be near a useful location or in the middle of nowhere behind the opposite bridge point of waki, thanks! Very cool!”
Also why would I, as a player, take the time to learn maps if I just get told to go fuck myself by rng? You want players to learn how to play your games effectively, the maps, techniques exclusive to each class in the game, etc. That’s how you get a playerbase that (hopefully) likes your game. That’s also how you get people telling friends to try the game (well maybe not currently, but you know what I mean)

why does it matter if the area would be random
none of 256 players are in there even.
Vil just got tired of placing assets there it seems like lol
I mean the solution goes back to my first point tho
“Just trim the unused area” 
You could probably do that on waki and improve load times. Why does the 32 area need to load on 64/127, as well as all the empty space behind the opposite bridge point?
also side note 32 waki layout is cool I just wish it wasn’t so US sided
idk, its OPs suggestion
Hell use it at least as an easter egg location
Like the up right corner of zalfi
Literally anything
obviously Vilaskis wants that area to exists else he would have changed its border ¯_(ツ)_/¯
I mean he’s already doing it with sandy and waki
Likely valley too
Its not a far fetched assumption to guess that zalfi would be noticed too
Hes trimming and making far less dead space with the reworks hes been showing
zalfi is the newest so idk
This pretty much
Procedual generation just doesnt work for a battlefield type game
Plain and simple
the only way I could see it work is an entire map of tunnels, and that sounds like hell
ive thought about a procedurally generated metro game
that sounds epic
like the metro stations are randomly generated and you are just exploring the metro
goes forever
dunes its dunes...
is should be empty and non-inviting
its how looks like a edge of map now, this area even not playable at any gamemode
now that would be cool because exploring the unknown is part of that style of game.
ok ok, alright, ok - you got a point
looks awesome good job 👍