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Old 07-16-2010, 02:49 PM   #1
qsxxsq2
 
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"tile based map generation"

just a quick question based on what i saw.

what does tile based map generation mean for this game? will map making become more user friendly? will it mean potentially random map modes? will it become a potential replacement for hammer in future versions of source? ingame map editing?

so many questions created. if we don't know now, we will know on the 19th.
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Old 07-16-2010, 02:59 PM   #2
Tidenburg
 
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[Guess]
Well, normally source renders the crap in what visleafs can potentially be seen. But top-down games traditionally take a tile based approach (most 2d flash games do this) of rendering the tile they're in and those they could potentially see.

Whether the generation means you can re-use/use tiles to make your own maps far bigger, or whether it just means tiles instead of visleafs. I don't know.
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Old 07-16-2010, 03:00 PM   #3
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Quote:
Originally Posted by qsxxsq2 View Post
just a quick question based on what i saw.

what does tile based map generation mean for this game? will map making become more user friendly? will it mean potentially random map modes? will it become a potential replacement for hammer in future versions of source? ingame map editing?

so many questions created. if we don't know now, we will know on the 19th.
If you have ever mapped in CnC:Red Alert, you'll know how powerfull and easy it makes mapping.

I expect Floor/Wall/Ceiling tiles to all be pre-determined from many variations, then you place all the props and lighting in the map.

I'm sure if you want to make custom map tiles, you'll be able to; and I expect most veteran mappers will do this anyways.

Basically, recreating fy_iceworld/de_dust2 would probably take about 10-15 minutes.

If you haven't played Super Lazer Racer, think that as well(but way more expanded).
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Old 07-16-2010, 03:07 PM   #4
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I was thinking that it was gonna have separate block-shaped "prefab/tile" maps that are placed in a dynamically chosen arrangement within a larger "world" map (3d skybox, worldspawn, logic entities, etc.) and populated as such.
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Old 07-16-2010, 03:07 PM   #5
Dangerdog
 
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Hopefully there will be a system to "push" new maps to clients connecting to hosted games, as long as the maps are small.

Syncing up players with custom maps could be a problem if you're required to have the content pre-installed.
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Old 07-16-2010, 04:46 PM   This is the last staff post in this thread.   #6
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TileGen is primarily a tool for level designers. You can build sets of rooms and corridors, then easily rearrange those pieces to make a final level. You can also specify some generation rules and the tool will randomly generate a level for you out of those pieces.

You can build and play the level right from within TileGen, but you generally want to take the output into Hammer for refinement and building into a full campaign.
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Old 07-16-2010, 05:10 PM   #7
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Originally Posted by Jonathan View Post
TileGen is primarily a tool for level designers. You can build sets of rooms and corridors, then easily rearrange those pieces to make a final level. You can also specify some generation rules and the tool will randomly generate a level for you out of those pieces.

You can build and play the level right from within TileGen, but you generally want to take the output into Hammer for refinement and building into a full campaign.
Is it possible to script all kinds of surprises and stuff?
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Old 07-16-2010, 05:29 PM   #8
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Kinda reminds me the Trak Mainia editor.
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Old 07-16-2010, 05:40 PM   #9
qsxxsq2
 
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Quote:
Originally Posted by Jonathan View Post
TileGen is primarily a tool for level designers. You can build sets of rooms and corridors, then easily rearrange those pieces to make a final level. You can also specify some generation rules and the tool will randomly generate a level for you out of those pieces.

You can build and play the level right from within TileGen, but you generally want to take the output into Hammer for refinement and building into a full campaign.
so we can make semi-random / procedural maps i take it?
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Old 07-16-2010, 05:42 PM   #10
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Umm can we download the "custom" maps in game or we need to rely on websites :S
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Old 07-16-2010, 06:28 PM   #11
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Quote:
Originally Posted by qsxxsq2 View Post
just a quick question based on what i saw.

what does tile based map generation mean for this game? will map making become more user friendly? will it mean potentially random map modes? will it become a potential replacement for hammer in future versions of source? ingame map editing?

so many questions created. if we don't know now, we will know on the 19th.
just a guess here, but it might be like the timesplitters:future perfect game map editor. but of course, this means achievement servers galore.
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