Hi, its been a while since I've posted on here, although I frequently check the forums. Anyways, I was wondering if anyone had thought of creating maps in this different method. Normally you create a map with the basics; terrain, destructables/doodads, units, and triggers (quests, systems, etc). I know something similar to this has been done before but, what about creating the whole map in the triggers and "loading/unloading" whatever you need. For instance, terrain can easily be generated, doodads can be changed to destructables, and terrain can be altered by deformations (hills, walls, cliffs and water /w model). Also, there are methods for saving and restoring map information. For instance, almost any information can be stored in game-cache, extracted, and put back into the map; like terrain. There's a program to extract destructable information from a map and convert it into triggers. If you've seen the weekly terraining section imagine: take those massive destructable buildings, extracting the destructables into triggers, and being able to load them into your map at anytime.
None of these triggers should work. They are either untested or not finished. I just put them up as examples.
Based upon the above stuff take it one step further. For example, with a regular RPG map, you create the biggest map possible to fit the most possible into it. Instead, cut the map up into 64x64 parts and load whichever part you want. You can also create massive maps. Along with map generation, I can do basic quest generation (doesn't work yet):
I have a partial demo map for terrain, destructables, and deformations. All very basic stuff. I can upload it later in the week. Need to test it make sure it works first :) I've toyed with much more complex stuff, but it's messed up so I won't post it (not even sure where it is anymore).
my brother did a very basic version of this once. it's actually very fun. his version had continually spawning trees and gold, not fast, and creeps. really extended game play and i liked it. we had it so u started with a mobile drop point and 5 peasants at the end of a path on the edge of a map and moved out from there.
The Mapping constest (hosted here) had a map that used generation to create an rpg map on a small map (with zones).
As for terrain deformations, there is no way in hell to get them to work nicely. First, you need to use permanent deformations, and they cannot be removed (so each one leaks). Secondly, its reported that different computers will get different z values on deformed terrain, even if the terrain deformation is non-local.
I don't think quest generation would be that interesting. Quests are interesting when they tell a story and progress. Having quests that cause you to aimlessly wander around and collect items and kill creeps is not impressive. Generating terrain and spawns is alright, but the quests should have some static cohesion.
Having quests that cause you to aimlessly wander around and collect items and kill creeps is not impressive.
Hey, add a PvP system and you could have WoW. Or every other MMORPG for that matter...
The thought of spontaneous map generation has always intrigued me in various ways. I think having the entire map in every aspect being generated is a bit overbearing, but implementing it in various aspects is promising. I'm currently working on a tweaked TS that uses random generation to counter the typical lane scheme.
Secondly, its reported that different computers will get different z values on deformed terrain, even if the terrain deformation is non-local.
Doesn't that have to do solely with with people who set graphics details too low not having terrain deformations show? or is it just generally inconsistent?
In any case, that's not really an issue unless you intend to do things like custom-coding projectiles or physics objects.