Author Topic: About Large Maps, 256x256,512x512...  (Read 2602 times)

victorj

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About Large Maps, 256x256,512x512...
« on: 10 April 2012, 19:22:17 »
I have questions, because I'm working on maps larger than 256x256..., ventured anyone to make a map large yet for megaglest? or because the maps large cause much very LAG?.
I am enthusiastic to take on large maps MegaGlest to play more matches, as the maps of Age of Empires. Also would be nice to have these larger maps for scenarios and campaign game. I need answers  ;)
« Last Edit: 10 April 2012, 19:51:36 by victorj »

Omega

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Re: About Large Maps, 256x256,512x512...
« Reply #1 on: 10 April 2012, 21:03:24 »
I really wouldn't recommend it. A 256x256 map should be considered the upper limit. Large would take far too long to reach the other side that you'll grow bored and restless too easily (seriously, who wants to walk for literally 10 minutes across the map?).
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Re: About Large Maps, 256x256,512x512...
« Reply #2 on: 10 April 2012, 22:33:14 »
Omega: Given that the real problem is the fact that all the units move at abot half the speed they should be. Ever noticed the mass foot-slipping? I'm up for 512*512 maps! :D
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Omega

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Re: About Large Maps, 256x256,512x512...
« Reply #3 on: 10 April 2012, 23:31:12 »
Omega: Given that the real problem is the fact that all the units move at abot half the speed they should be. Ever noticed the mass foot-slipping? I'm up for 512*512 maps! :D
How realistic would it be if all units ran at a full charge for five minutes (and still be battle ready)? And no, I don't really notice much a "foot slipping" issue, besides a few units, where it's pretty minor. Not that that really solves the issue of 512x512 maps being too big (I don't even like 256x256 maps much).
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Re: About Large Maps, 256x256,512x512...
« Reply #4 on: 11 April 2012, 00:34:14 »
Well the typical(Magitechian?) gameplay can't support large maps mostly because people don't play very long games. A 512*512 map would be suitible for more realistic resource amounts(a lot more, obviously), and 3-5 hour games. On a large map like that you need to turtle a lot.

I'm gonna bring up distances...
Tile=~3feet(ft)? (from a mix of height and shoe size of the swordsman from tech) (sorry if you don't like our measuring system, but it works a hell of a lot better for this)
(I remember reading something about tiles and the 1tile=2game-tiles or something, not sure....correct me if I'm wrong please..)
128:   384ft        7%/Mi
256:   768ft      14%/Mi
512:   1536ft    29%/Mi
1024: 3072ft    58%/Mi
Mile:   5280ft  100%/Mi

Based on the above I don't think it's unrealistic for a unit to run all the way across the map. :)
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Re: About Large Maps, 256x256,512x512...
« Reply #5 on: 11 April 2012, 01:32:54 »
The main problem with 256+ maps is the resource hog they bring. I tried 256x256 maps for annex, but I noticed a big drop in my fps, so I compromised with a 256 x 128 map.

Aside from the lag I see no harm on giving an option of larger maps, if they don't like big maps they don't have to play them. However magitech/megapack were not built to support large scale warfare.  As units are slow, and cannot support large enough armies to defend such empires.
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Re: About Large Maps, 256x256,512x512...
« Reply #6 on: 11 April 2012, 02:25:20 »
I think large maps would mostly work for vehicle-based combat (especially jets and such) where you can cover vast distances quickly, or special scenarios.

victorj

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Re: About Large Maps, 256x256,512x512...
« Reply #7 on: 11 April 2012, 02:40:57 »
Sure, according to you so we can get more fun on large maps we have to change magitech - megapack, already discussed this and other topics before ...

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Re: About Large Maps, 256x256,512x512...
« Reply #8 on: 28 April 2012, 19:45:43 »
People are confusing different topics and then drawing conclusions based on those flawed perceptions. Properly designed 512x512 maps work fine, in fact a quality 512x512 map will easily outperform smaller, poorly designed 256x256 maps. Simply stated, cpu performance in this case is tied directly to poor AI pathfinder algorithms and poor map design, not map size. 

If even one unit gets stuck at a specific location on a map - including 128x or 64x maps - then its only a matter of time before 10 more units get stuck at that same spot - and then 20 and then 40. Full stop. The AI pathfinder is now calling in loops, infinite looping is a bad thing for a computer CPU. For all intents and purposes, the game (cpu handling) just became a smoking pile of shrapnel.

I've played games on large maps - versus 3 AI opponents - where each faction had produced in excess of 520+ units and the CPU was fine - the amount of RAM on my computer WAS a problem but thats my problem and not related to this topic.

OP - go ahead and make the map, I'd be more than happy to beta test it previous to the public release.

 

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