Static maps

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Richard_B.

FNG / Fresh Meat
Dec 7, 2005
437
21
0
Germany
I think the maps in RO mod were a bit too static for a realistic battle.
I think it would be nice to have some events on the ROO maps.
One example: Imagine a ROO version of RO-Jucha. After 12min, a plane(a BF109, for example) flys over the map. An AA-Gun near german spawn could fire one or two rounds towards it, before it hits the plane. One wing of the plane could get ripped off, the plane starts to spin and flys burning into the church tower. It explodes and the top of the tower falls into the church house.

Something like this could create a better atmosphere, and it could have some good effects for the gameplay: You could enter the church house, and the russians could use it to hide themselves while they're capping. but at the same time, a door on the other side of church tower has been opened through the explosion, and the germans can enter it to mount a MG on top of the destroyed tower(or a sniper,a Sch
 

worluk

FNG / Fresh Meat
Nov 21, 2005
2,226
85
0
scripted train derailing => perekop
artillery destroying building => kaliskov(?)

im not really a friend of this "scripted" interaction.
If you can do it yourself, with satchels, tanks, etc. then im fine with it.
Problem with a scenario you described is mapbalance imo, i dont really like the idea that yo uhave to wait X minutes before you actually have a chance to win. (like when you have a better chance capping the objective after said plane crash). Another point is, that well, the things are scripted, its always the same. It gets dull very fast.
The best argument though is the CPU load the scripted sequences would take.

One scripted thing that looks still amazing is the shutter on Danzig :)
 

radix

FNG / Fresh Meat
Nov 22, 2005
1,016
32
0
48
Germany
yeah, nice ideeas ...and a litle bit more smoke/dust.... but as worluk said it should not interact with the gameplay
 

FYROM

FNG / Fresh Meat
Nov 22, 2005
745
0
0
37
Georgia Tech
In addition, Aksay has a Stuka that bombs the Russian positions, and IronAnnie has flak and waves of Ju-52 transports.

Its really up to the mapper whether to put things in, but adding too many scripted events start to make it feel cheesy.
 

Zell

FNG / Fresh Meat
Nov 21, 2005
1,273
3
0
Maine, USA
Plus, that event you described in the first post as an example is simply too complicated for an MP game. Hell, for any game that would be too complex.
 

[TW]DrGuppy

Tripwire Interactive Staff
Nov 22, 2005
1,039
36
0
37
Atlanta, Georgia
I'll be experimenting with this method of doing things heavily on LeningradStreets. One of the problems I find with scripted sequences is that they never have any randomization. This is fine for little things but for major events it makes them look cheesy when it happens every round.

Personally I think that the 'next big thing' in games will be randomization of terrain and how the map plays out each round. I would love to play maps where the basic layout is always the same (so nobody gets lost) but all the small things change such as how destroyed a building is, or where craters are, weather, etc. You might play the map once and find a great sniping spot in the church tower but the next time you play it might be snowing with terrible visibility or perhaps the top of the church tower has crumbled from an artillery shell. :cool:
 

The_Countess

FNG / Fresh Meat
Nov 24, 2005
785
0
0
The Netherlands
radix said:
^such maps cannot be used in clan wars ....

sure they can.
infiltration allready had randomized map ellements, and clanwars worked just fine.
just requires a different type of planning.

infact i think they'd be great for clanwars, opening up a whole new strategic element in the game.
 

[TW]DrGuppy

Tripwire Interactive Staff
Nov 22, 2005
1,039
36
0
37
Atlanta, Georgia
I think this would even improve clanwars because you would need your whole team to be relaying information about the map. Very similar to how it is done in real life, soldiers knew the general features of the battlefield through maps and whatnot but once they got there little things like shellholes, weather, etc. would have to be discovered through scouting.
 

[-project.rattus-]

FNG / Fresh Meat
Nov 21, 2005
3,036
371
0
39
Austria
www.youtube.com
Allthough it would definately be more challenging, it would cause the problem of not being 100% fair. If a clan loses, it might very well proclamate that it just lost because of the random events.

That is why usually maps are played twice with alternating sides, so noone has an advantage.

But for a system like BFE, it would really spice up the game.

A possible solution for the random-cw problem: make it a toggle: you could set all the map variables to random or specify them directly...