#Procedural Maps

1 messages · Page 1 of 1 (latest)

lunar pendant
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A system that generates procedural level topology and objective locations.
Modular structure elements could come together to make new and interesting structures (e.g. a long bridge that spans a particularly wide river).

The algorithm would be guided by a set of rules (biome, map size, building density, etc.)

eager plover
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how to get increadibly bad maps 101

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there is seriously no need for this

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and the few upsides do not outweigh the significant and more numerous downsides

lunar pendant
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Amazing criticism bro. Very constructive

lyric nest
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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

lunar pendant
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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

eager plover
meager thistle
modest pollen
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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

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Theres a reason why nobody has implemented something like this in a video game of this type

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Too much effort and result 90% of the time would be rancid

grand chasm
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This is battlebit not minecraft

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What makes battlebit itself is the maps

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Another issue with this would be situations where you get a road leading into a wall

obsidian notch
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Good maps are hard to make, even the current ones have their own problems; an algorithm doing that.. just a mess

grand chasm
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This would be a great idea if the game itself was different

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Make a standalone fps where this is the main point and maybe it works

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Maps need to be balanced for all classes

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This could work in maps that are completely urban like metro in war brokers

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not here

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stinky idea

prisma storm
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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.

grand chasm
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Frugis too

prisma storm
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Valley too, lots of maps

grand chasm
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Perfecting the system would be a pain in the ass

modest pollen
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For like, map reworks

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He even showed it multiple times

prisma storm
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I was talking about the playable area

modest pollen
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Didnt sound like you were refering to the playable area

cold geode
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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

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It could generate a good play area. It could also generate something so frustrating to fight in nobody goes there.

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Im not a betting man, I’d rather have consistency

prisma storm
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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

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whether there is a little hill there or 200m further is completely irrelevant

cold geode
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Meanwhile safezone campers that would use those exact edges of the map and terrain:

prisma storm
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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

cold geode
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Look im just going to be blunt

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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

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Consistency is better. Maps that are consistently seen as bad (or have bad areas) can then get noticed and reworked

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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)

prisma storm
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why does it matter if the area would be random

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none of 256 players are in there even.

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Vil just got tired of placing assets there it seems like lol

cold geode
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I mean the solution goes back to my first point tho

“Just trim the unused area” 4Head

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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

modest pollen
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Trim unused area or make it usable

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Put objectives, anything as a matter of facz

prisma storm
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idk, its OPs suggestion

modest pollen
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Hell use it at least as an easter egg location

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Like the up right corner of zalfi

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Literally anything

prisma storm
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obviously Vilaskis wants that area to exists else he would have changed its border ¯_(ツ)_/¯

cold geode
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I mean he’s already doing it with sandy and waki

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Likely valley too

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Its not a far fetched assumption to guess that zalfi would be noticed too

modest pollen
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Hes trimming and making far less dead space with the reworks hes been showing

prisma storm
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zalfi is the newest so idk

modest pollen
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Procedual generation just doesnt work for a battlefield type game

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Plain and simple

lyric nest
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the only way I could see it work is an entire map of tunnels, and that sounds like hell

meager thistle
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that sounds epic

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like the metro stations are randomly generated and you are just exploring the metro

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goes forever

fast kernel
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is should be empty and non-inviting

fast kernel
lyric nest
prisma storm