NS2 Maps and Server Sizes

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Comments

  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    Hrmm... Didn't Battlefield 2 do something like this? I vaguely remember the map shrinking & growing as the player count changed. Like, with 8 players you'd have 4 flags to fight over, and with 64 something like 12 would open up.

    I can't remember too well, but I think the other flags just deactivated as the player count dropped.
  • PseudoKnightPseudoKnight Join Date: 2002-06-18 Member: 791Members
    That's not the same at all. It's closer to how BF2 had multiple versions of the same map for differing amounts of players. It's shrinking the virtual playing field to keep things interesting at smaller amounts of players. Some of us want to go one step further and use a single map to do it. There are other things that are being done to NS2 to make this happen, but this could potentially improve things further. I think randomly choosing "mini-maps" every round from sections of a full map for small amounts of players could keep things spicy.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1694207:date=Nov 23 2008, 10:35 PM:name=Revenge)--><div class='quotetop'>QUOTE(Revenge @ Nov 23 2008, 10:35 PM) <a href="index.php?act=findpost&pid=1694207"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hrmm... Didn't Battlefield 2 do something like this? I vaguely remember the map shrinking & growing as the player count changed. Like, with 8 players you'd have 4 flags to fight over, and with 64 something like 12 would open up.

    I can't remember too well, but I think the other flags just deactivated as the player count dropped.<!--QuoteEnd--></div><!--QuoteEEnd-->
    But how would that work with res nodes? Destroy the node and refund the res? Would DI die off or stay the same in an "inactive" area?
  • PseudoKnightPseudoKnight Join Date: 2002-06-18 Member: 791Members
    That sounds more related to the nano-grid system than it is to dynamic map sizing.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Dynamic map being able to grow is interesting and all, but will it be able to shrink without killing anything inside areas that get "cropped"?
  • PseudoKnightPseudoKnight Join Date: 2002-06-18 Member: 791Members
    Why shrink? Huge empty spaces aren't the devil, but dynamic expansion encourages more intense gameplay.

    Though I did think of a funny "cropping" idea. Simulate a hull fracture! The ship/station would then warn the area with sirens and slowly close off the section. Everybody likes hull fractures in space odysseys. To prevent building destruction as best it can, it can choose areas that aren't built in, or if not available, it can wait until a suitable area to seal off is cleaned of structures by normal gameplay.
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