MechWarrior: Living Legends
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Author Topic: Map size  (Read 1102 times)
Seiko
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« Reply #15 on: May 30, 2008, 08:38:13 PM »

If I didn't redesign my map half-way though the development this wouldn't of been an issue of course Cheesy

What can I say, I was a newbie then at really coming up with a solid design that didn't just involve whatever was on my head at the time Wink

Spoken like a true computer scientist.  Cheesy
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ToeBall
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« Reply #16 on: May 30, 2008, 09:20:27 PM »

Honestly, the only problem we've had with hiding the edges is with the aerospace fighters than can currently fly high enough to be able to see the entire map at once, though we'll probably artificially limit that later. The nice thing about battletech is that settings can potentially be used to mask level edges and still use the majority of the surface area. For example Extremity is a ToA map where the whole battle takes place inside one crater on an asteroid. Our level designers are very good to begin with, and thanks to tools like geocontrol, they levels will look phenomenal. You've seen plenty of our various levels ingame in our videos. As another example, I've flown an aerospace clear around coldsteel city (Thread the Needle video), quite close to the edges anyone notice? And that was an early version of the level.
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Rolke
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« Reply #17 on: May 31, 2008, 05:58:35 PM »

If I didn't redesign my map half-way though the development this wouldn't of been an issue of course Cheesy

What can I say, I was a newbie then at really coming up with a solid design that didn't just involve whatever was on my head at the time Wink

Too true Korjax, I feel your pain with my badlands map that currently you can walk off the edges right now.  I made a massive change to my terrain way back that opened up large sides of the map.  If I had known more about the editor I probably wouldn't have done such a dumb thing.
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Hitman xXx
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« Reply #18 on: June 01, 2008, 06:57:08 AM »

What is the smallest size map and what is the size biggest one also.  U think we can make a plant size map. Were 2 sides need to move far and scout is a must. Would make it seem more real and make you want to live longer and take less risk and plan more.
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Mercenary never die we go to hell the regroup.
ToeBall
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« Reply #19 on: June 01, 2008, 10:12:38 AM »

The problem is that a map of such scale would take a long time to make and once made would be quite uneventful on a 32 player server, much less an unpopulated one.
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