Just how exactly maps adapt to player count?

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Serathis

FNG / Fresh Meat
Oct 25, 2009
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I guess map size changes same way as they block off/open routes in Left 4 Dead. Doors, fences, walls, etc.
 

Mikeedude

FNG / Fresh Meat
Apr 7, 2009
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Penzance, cornwall
Just wondered if there is any more news on this yet.

Will the map size change at the end of a round according to how many players are on the server.
I personally can't see it being this way as we've all been on servers where after finishing a round with a full server ,there are 20 players starting the next map and 2 mins later due to maybe slower connections or computers 20 others join.

More likely it will change dynamically as the player numbers change on the server, although as mentioned in the other posts how this works will be interesting.
Will admins set the trigger number that changes the map size or will it be hard coded in?
As it could be annoying if at a certain player number ,one player keeps joining then disconnecting ,that the map keeps growing and shrinking.

The other option would be a bit like now ,to load one size of map and hope the player numbers don't exceed the size too much or have too few to enjoy it.
 

Taisenki

FNG / Fresh Meat
Sep 7, 2010
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I'm not sure how small it is but a lot of maps in games I find is too big. The density just doesn't force team play as much as it should.

It seems games think that 1 player hiding behind a large wall, and another player 20 meters away behind a barrel is ideal. Yet in single player having 10 guys behind a wall is more suitable.

Somewhat sounding hypocritical. AI interacting with each other more than players do. lol
 

echutter

FNG / Fresh Meat
Jan 23, 2011
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Wausua, Wisconsin
I come from a clan that is into realism games, mostly PR and Arma 2. For scrims we would most likely want to make the maps bigger but play with only squads of 6-8 people each team. Would we be qble to do this?
 

Frostedfire

FNG / Fresh Meat
Nov 21, 2010
1,055
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oz
I come from a clan that is into realism games, mostly PR and Arma 2. For scrims we would most likely want to make the maps bigger but play with only squads of 6-8 people each team. Would we be qble to do this?

I reckon there would be an option, they had/have popular 32-on-64 servers for bf2, so I don't see too much of a reason why twi wouldn't include a "don't dynamically adjust map size" option for the server :D
 

213

FNG / Fresh Meat
Jul 22, 2009
917
371
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or you could just adjust the size of the map in server option and put a password on it.

6 people games are stupid btw.
 

gyps

FNG / Fresh Meat
May 5, 2009
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thats the big question i suppose is this a dynamic thing that changes while play takes place

or is it a start end of round thing

if it's the former might cause some funnies when wall suddenly disappear or if your the wrong side trap you in a non play area when they appear if numbers drop

start/ end of round aren't without problems either what if you have 10 players map adjust to 16 players then 30 more join you now got 40 players on a 16 player map.

now it could be that it triggers a map change when numbers reach certain levels or a restart of map so no one get left in no mans land.


very interesting concept this and we would to know more of how it's to be implemented, we grasp the idea of wall and access changing but how is it triggered and when does it take place
 

SheepDip

FNG / Fresh Meat
Nov 21, 2005
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38
The Elitist Prick Club
I certainly wouldn't expect the maps to be changing size during games, I'd expect it to be dependent on the player limit of the server.

I can't see any reasonable way of increasing the mapsize after round start because more people have joined the server, or decreasing the map because people have left the server.
 
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Forssen

FNG / Fresh Meat
Nov 23, 2010
851
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Sweden
If the mapsize is set when the map loads it might be a good idea to allow servers to automatically change its player limit and at the same time map size. Ex with player limit set to 64:
Empty server - player limit says 18
> 16 players - player limit changes to 34 at map change
> 32 player - player limit changes to 64 at map change

Or something similar so it's easier to get a server with high player limit started.
 

gyps

FNG / Fresh Meat
May 5, 2009
822
73
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good point you cant restrict players joining or size would never change as player count would remain the same,

If i remember right not only does access routes open but sure someone said more capture points etc come into play.

minefields would be a workable option - or areas that are under constant bombardment from artilliery is another option so routes not actual blocked but you cant enter till arty stops as it kills you if you enter. now both of those could be dynamically controlled so could adjust to actual number on server

very intersting discussion this - there are so many different ways of dealing with this will be interesting to see it in action
 

u-s-e-r

FNG / Fresh Meat
Nov 24, 2010
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If i remember right not only does access routes open but sure someone said more capture points etc come into play.

Hmm... Maybe the maps will stay the same size but only the respawn points and capture points change? I guess that would rule out all the problems that dynamically adjusting the map size would create.
 

gyps

FNG / Fresh Meat
May 5, 2009
822
73
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not really as you'd have people wandering off into large empty spaces. think if it works it's gotta block ways off somehow - either mineflieds etc walls doorways etc.

Devs have said they want people to be funneled into action spots - think this was also said as part of the reasoning behind Countdown Mode as it makes for intense firefights .
 

Das Bose

FNG / Fresh Meat
May 8, 2009
1,572
867
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Sunny Scarborough
not really as you'd have people wandering off into large empty spaces. think if it works it's gotta block ways off somehow - either mineflieds etc walls doorways etc.

Devs have said they want people to be funneled into action spots - think this was also said as part of the reasoning behind Countdown Mode as it makes for intense firefights .


They can keep countdown mode, I had enough of it in CS years ago ;) It's all about classic multi and coop for me!
 
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gyps

FNG / Fresh Meat
May 5, 2009
822
73
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wasn't advocating countdown mode was merely using this as a example of what devs said about wanting people in the tick of the action quickly

and why they're more likly to block off acess routes rather than leaving them open
 

<animal>INSTINCT

FNG / Fresh Meat
Aug 20, 2007
471
155
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Running into a mushroom cloud
If a round starts with 32 players, but in the course of the round enough players join to warrant up-sizing the map, I would hope that if the closed off section of the map are opened during the round that there will at least be an announcement made to the players to indicate that they will now have more play space