downwinder on 12/9/2016 at 20:50
were any of those missions close to the limit in length ,and how would i know how big 2000x2000 is in thief new dark
why does it have to be 2000x2000 couldn't it be 500 wide and say 3500 long?
and super thank you all for posting but still not sure if we truly seen the limit for maps as in length ,i know i played a ton of missions that had the massive box
do all dimension have to be equal in map making or can you use different shapes to fill up the limit?
i guess a great example would be if someone made a straight river with a path along it how long can it be? and would the length have to be the same as the width?
and yes mines of margoth were amazing,i sometimes feel the older missions were better as in the amount of distance you got to go to win a map,seems alot of newer maps are tiny squares made to look great,but lack the feeling of going anywhere,just wish i could see more missions that had me doing something more then running around a box
Renault on 12/9/2016 at 21:44
The max area is a square, 2000x2000, you can't change that. A while back I made a room as big as I could, I think it took me 7 or 8 minutes to get across it, running full speed without stopping. I ran right along one of the walls, not diagonally.
Edit: Keep in mind too that dromeders could use teleports to make a level seem far larger than what I just mentioned above.
downwinder on 13/9/2016 at 00:42
ty brethren,i understand,so someone could make strips out of the 2kx2k and use teleports at end of each strip,to make it seems massive
so if each strip is 500 wide and 2000 long ,you could get x3 teleports with out having to hit anything you already seen
so it would feel like 8000 long as you can use the teleport to jump back to a new strip of area
and with height you could stack area above it making it even longer
would be cool to see a level that uses maximum space without having to see same area twice
downwinder on 13/9/2016 at 06:44
replayed Damsel in Distress,played it a couple times years ago,and yes i forgot to leave the guards alive to make escape a bit easyer
missed some loot but not sure how i pretty sure i went everywhere,but i am sure they might be more then 1 roof loot then what i found,by the time you get to the end part,i forgot to go back to check and once i got girl wasent going to mess with it then
good size,but a bit wide
ohh crap i just remembered i forgot to check the graveyard,humm wonder where that key was
black jack davy on 13/9/2016 at 07:07
does the editior also allow 2000 deep? That would allow 20 "layers", each 100 deep to extend the x and y travel limits.
Dale_ on 13/9/2016 at 08:28
This is quite an intriguing idea. I think the limits of length in Dromed wouldn't be an issue but the amount of detail and brushes/cells might.
If the FM was for example a river that the player follows downstream, encountering all kinds of things on the way, and ending up at the sea, where someone picks them up, I think it could work though: There could be 6 lanes, each 250 units wide or so - this would allow 500 units of extra space, which could be used to make it curve and wind - occluding the path often would be important here. These 6 lanes would be outside (with sky for ceiling) and then there could be 2 extra lanes of "underground" that would be below the first 6. The last lane would end up at the sea. This means that 8 lanes with some 1700 units in length each (saving some for overlap, the transitions should be impossible to detect, otherwise the feeling is ruined) and you'd have 13,600 Dromed units, which I think would be something like 13 kilometers in length. Given Ricebug's test, it would take about 50 minutes to just walk from one end to the other - pretty extreme but could definitely be fun.
The tricky part would come with Dromed's techincal limits though - 32000 cells would need to be allocated to some 14500 units in length with 250 width (counting in the overlaps), not much detail could probably be done with brushes, you'd just need to outline it very simply - cube airbrushes with sky for ceiling, the underground would also need to have a simple brush-structure. And all the detail would need to be done with objects and you'd have only a thousand for 1700 unit-long stretch, including AIs, sounds etc.. could be a bit rough, but maybe not so much. A lot could be probably done by making custom objects where you'd combine lots of things into one - a table with 4 chairs around it, a bunch of trees/rocks etc.. That could save a lot of object slots but would be a looooot of work for whoever would be making it. One detail that I'm not sure could be done with a work-around is elevation variation - especially if it's outside, you'd want to use pyramids and other brushes to make the ground more natural and not super-flat. But that would surely eat up the cells before you'd get to the third lane so, there.
I think soemone would need to test it on the first lane and see if it's viable or if it's just too limiting with those numbers and then scale down accordingly.
Zontik on 13/9/2016 at 12:20
Quote:
would be cool to see a level that uses maximum space without having to see same area twice
It would be
very empty level, so I doubt you see a big difference between areas.
The size limit is definitely not the first one to be reached.
downwinder on 13/9/2016 at 19:49
very true dale the items in mission would be thing,but depending on style of mission could be fine,like walking in a cave/canyon,etc
it would be a cool mission to refine it so the entire 2000x2000 can be used well,and as far as items ,i feel most of the time most missions now days have way to much items in mission making them lag terrible
empty don't mean boring myst series of games were great and have very little in them,i think the hardest part would be picking a theme do to the idea in,like a western=lots of fields/tumbull weeds/cave would not need a ton ,just some scattered items along the way from past adventurers
and more items don't mean better,the idea you come up with would be more important
another idea with lanes could be a smaller version of choose your own adventure,start in one lane then at end make a choice between 2 teleports where you end up on a different set of lanes/etc ,using dales 250 wide and 2k long you can have 8 lanes of 250 wide and 2k long,and depending on height say 250 high could be 8 lanes high? so 8x8 is 64 lanes possible,yes i know seems crazy but when you think each lane would be over done also if the rest of the map is not in each lane the lag from those would not affect the lane you in?
and thank you all so much for hearing my weird idea
downwinder on 13/9/2016 at 23:48
also i wanted to say ,my ideal with for a lane would be to have a path/street in middle and on each side enough for a building
so for example the las vegas strip but smaller building,although a cave journey would be way thinner but can have more branching paths/some can be dead ends after a long way,a maze type think
super thin lanes would be for confined experience only,and wider/less lanes over all would be for more surface type missions
ValmontPhl on 13/9/2016 at 23:58
Given your last few posts in this thread, all I can say is: Lay off the Fallout, man.
Quote Posted by downwinder
also i wanted to say ,my ideal with for a lane would be to have a path/street in middle and on each side enough for a building
so for example the las vegas strip but smaller building,although a cave journey would be way thinner but can have more branching paths/some can be dead ends after a long way,a maze type think
super thin lanes would be for confined experience only,and wider/less lanes over all would be for more surface type missions