mav1 Posted July 10, 2007 Share Posted July 10, 2007 How are map edges done in shock forc? I was dreaming of map edges like in oblivion where the map carries off into the distance. Or is it like in cmx1, looking like something created by the bbc or spectrum? 0 Quote Link to comment Share on other sites More sharing options...
Cpl Steiner Posted July 10, 2007 Share Posted July 10, 2007 Mav1, My son loves oblivion. He won't play anything else! Unfortunately for you I am 99% sure that the map edge will be like it is in CMx1, i.e. a hard physical edge with no blending into the distance. 0 Quote Link to comment Share on other sites More sharing options...
ChrisND Posted July 10, 2007 Share Posted July 10, 2007 Stay away from the map edge.. you'll fall off the side and die. (Reminded of the short from Monty Python and the Meaning of Life) 0 Quote Link to comment Share on other sites More sharing options...
Michael Dorosh Posted July 10, 2007 Share Posted July 10, 2007 Originally posted by mav1: How are map edges done in shock forc? Not half as well as they were done in shock spun, but better than the ones in shock knif. 0 Quote Link to comment Share on other sites More sharing options...
Becket Posted July 10, 2007 Share Posted July 10, 2007 Like CMx1, going by the wargamer preview. 0 Quote Link to comment Share on other sites More sharing options...
ParaBellum Posted July 10, 2007 Share Posted July 10, 2007 I heard there be dragons. 0 Quote Link to comment Share on other sites More sharing options...
Andrew H. Posted July 10, 2007 Share Posted July 10, 2007 I believe the parameter for the map edge are set by the scenario designer, with the two options being "hard edge" where shells and bullets bounce, and "circular" edge, where shells, units, and bullets leaving one edge will reappear on the opposite edge. 0 Quote Link to comment Share on other sites More sharing options...
ChrisND Posted July 11, 2007 Share Posted July 11, 2007 That sounds like Worms Armegeddon. (Best game. Ever.) 0 Quote Link to comment Share on other sites More sharing options...
Dr. Zoidberg Posted July 11, 2007 Share Posted July 11, 2007 I was going to comment on Scorched Earth finally getting a modern update. 0 Quote Link to comment Share on other sites More sharing options...
Beastttt Posted July 11, 2007 Share Posted July 11, 2007 have you tried scorched 3d much improvement has been done Originally posted by Dr. Zoidberg: I was going to comment on Scorched Earth finally getting a modern update. 0 Quote Link to comment Share on other sites More sharing options...
MikeyD Posted July 11, 2007 Share Posted July 11, 2007 About map edges, there is a reason why they called it CMx2 instead of an entirely new title. Some parts of this game are going to look vaguely familiar. And yeh, some people will bitch about the map edges. Then again they're also going to bitch about the taxicab tire tread patterns and the way that soldiers hair looks when its squished under the helmet like that. 0 Quote Link to comment Share on other sites More sharing options...
mav1 Posted July 11, 2007 Author Share Posted July 11, 2007 Wow look at how the map carries of far in the distance past the map edge of the battle. oh, Iam dreaming again. I remmember a game called team yankee on the atari st not having map edges. That game is about 17 years old! Team yankee and its sequals were fun games. [ July 11, 2007, 08:25 AM: Message edited by: mav1 ] 0 Quote Link to comment Share on other sites More sharing options...
Melnibone Posted July 11, 2007 Share Posted July 11, 2007 Originally posted by mav1: I remmember a game called team yankee on the atari st not having map edges. That game is about 17 years old! Team yankee and its sequals were fun games. I suggest you play that then - it would surely be a bettr use of your time than whining on and on about a game you've not played yet. 0 Quote Link to comment Share on other sites More sharing options...
MikeyD Posted July 11, 2007 Share Posted July 11, 2007 I believe Theatre of War pretty much abandoned map edges per se. Don't try wandering off the battle-area reservation tho. And those huge Drop Team maps have always fascinated me. Now that I've got a PC and they've got a few patches under their belt I should look that game up. 0 Quote Link to comment Share on other sites More sharing options...
Sgt Joch Posted July 11, 2007 Share Posted July 11, 2007 If you do a search, you will find a post by Steve on this issue a few months back. AFAIR, they tried to do something about the map edges, but were not happy with the results and dropped the whole project. 0 Quote Link to comment Share on other sites More sharing options...
mav1 Posted July 12, 2007 Author Share Posted July 12, 2007 Originally posted by Melnibone: </font><blockquote>quote:</font><hr />Originally posted by mav1: I suggest you play that then - it would surely be a bettr use of your time than whining on and on about a game you've not played yet. [/QB]</font> 0 Quote Link to comment Share on other sites More sharing options...
Battlefront.com Posted July 13, 2007 Share Posted July 13, 2007 Sgt.Joch is very correct. The problem is that the hardware doesn't give a toss if the map you're seeing is playable or unplayable, it still has to draw the stuff and that means it has to spend resources on it. In order to compensate we'd have to chop down something else. If you look at a game like TOW, which does have continious terrain, you'll see a much higher system spec than you will for CM. You'll also note that TOW doesn't simulate dense urban areas, buildings are more simple, the poliginal objects are lower resolution, smaller number of units, etc. compared to CM. This isn't a criticism of TOW, it is simply an illustration of what they decided to give up so the game would run at all. We had to give up some things as well, namely endless terrain (well, even TOW's terrain ends, it just isn't as easy to notice). Believe me... we spent months on this topic and what you see in CM:SF is the best solution for CM. For another game, like TOW, a different solution may be better suited to it. For a game made 17 years ago... don't even get me started! That's like saying "Ford build a car that cost only a few hundred bucks back in the 1920s, so why not do that today?" Steve 0 Quote Link to comment Share on other sites More sharing options...
Wisbech_lad Posted July 13, 2007 Share Posted July 13, 2007 Yes, but Ford did build a car that only cost a few hundred bucks in the 1920's. So BFC, stop shilly-shallying about and go build us a car. For a few hundred bucks. 0 Quote Link to comment Share on other sites More sharing options...
ChrisND Posted July 13, 2007 Share Posted July 13, 2007 And afterwards I'd like a sandwich. Hold the mayo. 0 Quote Link to comment Share on other sites More sharing options...
mav1 Posted July 13, 2007 Author Share Posted July 13, 2007 Originally posted by Battlefront.com: Believe me... we spent months on this topic and what you see in CM:SF is the best solution for CM. For another game, like TOW, a different solution may be better suited to it. For a game made 17 years ago... don't even get me started! That's like saying "Ford build a car that cost only a few hundred bucks back in the 1920s, so why not do that today?" Steve [/QB]Oh well, having dense urban area and more units is more important than continous map edges. It will be something to look forward to in the future, also with bigger map ares in cmx3. Is their diffent backgrounds to choose from? Like flat terrain or hilly terrain. [ July 13, 2007, 05:02 AM: Message edited by: mav1 ] 0 Quote Link to comment Share on other sites More sharing options...
AlmightyTH Posted July 13, 2007 Share Posted July 13, 2007 Map design takes also much less time I guess 0 Quote Link to comment Share on other sites More sharing options...
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