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#1 |
![]() Join Date: Feb 2007
Reputation: 0
Posts: 196
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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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#2 |
![]() Join Date: Apr 2009
Reputation: 194
Posts: 968
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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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#3 | |
![]() Join Date: Mar 2008
Reputation: 15
Posts: 500
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Quote:
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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#4 |
![]() Join Date: Dec 2008
Reputation: 129
Posts: 202
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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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#5 |
![]() Join Date: Sep 2008
Reputation: 18
Posts: 575
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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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Valve
Join Date: Dec 2008
Reputation: 76
Posts: 76
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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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#7 | |
![]() Join Date: Sep 2008
Reputation: 121
Posts: 2,339
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Quote:
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#8 |
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Banned
Join Date: Dec 2009
Reputation: 8
Posts: 125
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Kinda reminds me the Trak Mainia editor.
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#9 | |
![]() Join Date: Feb 2007
Reputation: 0
Posts: 196
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Quote:
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#10 |
![]() Join Date: Jan 2010
Reputation: 8
Posts: 224
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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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#11 | |
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Guest
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