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Re: Different Map sizes inofficially supported!(?)

Posted: Thu Oct 30, 2014 9:13 pm
by Komag
Zo Kath Ra wrote:Yes, 256x256 maps would be awesome!
You do realize that's 64 times the area of one 32x32 map?! It's like three times as big as entire Grimrock 2 game put together!

Re: Different Map sizes inofficially supported!(?)

Posted: Thu Oct 30, 2014 9:26 pm
by Zo Kath Ra
Komag wrote:
Zo Kath Ra wrote:Yes, 256x256 maps would be awesome!
You do realize that's 64 times the area of one 32x32 map?! It's like three times as big as entire Grimrock 2 game put together!
The Ultima 4 world map had 256x256 tiles...

Re: Different Map sizes inofficially supported!(?)

Posted: Fri Oct 31, 2014 12:14 am
by Batty
Zo Kath Ra wrote:
Komag wrote:
Zo Kath Ra wrote:Yes, 256x256 maps would be awesome!
You do realize that's 64 times the area of one 32x32 map?! It's like three times as big as entire Grimrock 2 game put together!
The Ultima 4 world map had 256x256 tiles...
256x256 and make it one huge, giant, enormous, intricate puzzle full of monsters and traps and treasure and oh man that would be soooooo 8-)

Definitly a needed feature in LoG3 or future editor updates...unlock it PLEASE!

Re: Different Map sizes inofficially supported!(?)

Posted: Fri Oct 31, 2014 3:44 am
by Jirodyne
Batty wrote:256x256 and make it one huge, giant, enormous, intricate puzzle full of monsters and traps and treasure and oh man that would be soooooo 8-)

Definitly a needed feature in LoG3 or future editor updates...unlock it PLEASE!
I agree. Even if the main campaign won't be that big, let the community make maps that big. Those that don't like it, won't play those maps, but I sure as heck would! Especially if it was multifloored

Re: Different Map sizes inofficially supported!(?)

Posted: Fri Oct 31, 2014 4:07 am
by minmay
I suspect very few people have computers that would run 256x256 maps acceptably if they actually had anything substantive in them; the 32x32 outdoor areas already require something pretty high-end to render at 60 FPS, so you can imagine what something 64 times the size would be like. What do you lose by using several 32x32 maps instead?

Re: Different Map sizes inofficially supported!(?)

Posted: Fri Oct 31, 2014 6:06 pm
by Batty
minmay wrote:I suspect very few people have computers that would run 256x256 maps acceptably if they actually had anything substantive in them; the 32x32 outdoor areas already require something pretty high-end to render at 60 FPS, so you can imagine what something 64 times the size would be like.
Our systems will adapt!

Here's a 128x128...256x256 would be 4 of these! :shock:
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Re: Different Map sizes inofficially supported!(?)

Posted: Sun Nov 02, 2014 6:12 pm
by Zo Kath Ra
OK, so maybe 256x256 maps would be overkill.
But 64x64 maps would be really nice.
They'd "only" be 4x as big as the current 32x32 maps, but they'd feel huge.

Re: Different Map sizes inofficially supported!(?)

Posted: Sun Nov 02, 2014 6:26 pm
by Jirodyne
Zo Kath Ra wrote:OK, so maybe 256x256 maps would be overkill.
But 64x64 maps would be really nice.
They'd "only" be 4x as big as the current 32x32 maps, but they'd feel huge.
And they don't HAVE to be 1 big connected dungeon. In the main campaign, all the dungeons fit into one little map square. Which does 2 things. 1, it means we always know how big the map is as we know it won't go outside of that box. and 2, it limits the size of dungeons. You can't have too many rooms or complicated secrets without needing to add a second/third floor. I wouldn't mind seeing entire dungeons that were hidden in secrets in secrets inside of secrets! A good example is, if I remember right, in LoG 1, on one of the floors 8th - 11th floor, It has the stairs to the next floor very close by so you can keep going, or stay on that floor as the entire floor is one massive puzzle just to get a secret epic weapon. I want to see more of that.

Re: Different Map sizes inofficially supported!(?)

Posted: Mon Nov 03, 2014 1:52 am
by Batty
Jirodyne wrote:And they don't HAVE to be 1 big connected dungeon. In the main campaign, all the dungeons fit into one little map square. Which does 2 things. 1, it means we always know how big the map is as we know it won't go outside of that box. and 2, it limits the size of dungeons. You can't have too many rooms or complicated secrets without needing to add a second/third floor. I wouldn't mind seeing entire dungeons that were hidden in secrets in secrets inside of secrets! A good example is, if I remember right, in LoG 1, on one of the floors 8th - 11th floor, It has the stairs to the next floor very close by so you can keep going, or stay on that floor as the entire floor is one massive puzzle just to get a secret epic weapon. I want to see more of that.
Yes! We need max size 256x256 not because it will necessarily be filled out completely but because layouts should be asymmetric between and within levels. #1 thing I dislike about 32x32 is what you said, you always know when you've finished the level because you reached the small limit.

Re: Different Map sizes inofficially supported!(?)

Posted: Mon Nov 03, 2014 2:44 am
by minmay
...But you would know that about a 256x256 map too.