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World Map?

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dantebowen View user's profile Send private message

Reply with quote Sunday, October 23, 2011

Hey guys I haven't been on in a long time and I wanted to know how the world map is coming along

Human View user's profile Send private message

Reply with quote Sunday, October 23, 2011

dantebowen wrote : Hey guys I haven't been on in a long time and I wanted to know how the world map is coming along



what's the use of that? maps aren't that big.

Mima The Disciple View user's profile Send private message

Reply with quote Monday, October 24, 2011

If you remember, the world map was SUPPOSED to be created by the whole community, but since nobody contributed to it in some manner, it is delayed indefinitely (not dead, but delayed - A huge difference!). So if you want to, you can always contribute to it some more, and revive it.

Zay View user's profile Send private message

Reply with quote Monday, October 24, 2011

Human wrote :

dantebowen wrote : Hey guys I haven't been on in a long time and I wanted to know how the world map is coming along



what's the use of that? maps aren't that big.



the use is to be able to play in mpre spaces
I was wandering can we just combine the maps

Human View user's profile Send private message

Reply with quote Monday, October 24, 2011

Zay wrote :
the use is to be able to play in mpre spaces
I was wandering can we just combine the maps



Ah, I thought he means something like minimaps etc.
I don't know about combining, 'cause I'm not sure how Quake engine can handle very big maps (Never seen really big ones). For me making' levels in forms of planets sounds better Razz *laughing out loud*

JayREEZY View user's profile Send private message

Reply with quote Monday, October 24, 2011

Human wrote : Ah, I thought he means something like minimaps etc. I don't know about combining, 'cause I'm not sure how Quake engine can handle very big maps (Never seen really big ones). For me making' levels in forms of planets sounds better Razz *laughing out loud*



What, like Raging Blast Laughing Laughing .

Mima The Disciple View user's profile Send private message

Reply with quote Monday, October 24, 2011

http://ZEQ2.com/lite/forums/viewtopic.php?t=3581
You guys should check this thread out.

NikhilR View user's profile Send private message

Reply with quote Tuesday, October 25, 2011

I'm curious as to what the team working on that map intended to do will all the space between the main locations, like between kami house and say kami's look out.
With an average of around 10 players on a server at any give time, what would they do in such a large area of nothingness?
If you tried to fill up the area the poly count would increase tremendously, yu have to keep everything low poly and leave out the details, (for example - buildings with no interiors, caves which are basically dead ends

not to mention every main location would mainly be aesthetic in its presence. There isn't much else you could do at one location that you couldn't do in another.

Is this why the development on this idea died?

Linkxp500 View user's profile Send private message

Reply with quote Tuesday, October 25, 2011

I think it is because few people contributed to it... Confused

NikhilR View user's profile Send private message

Reply with quote Tuesday, October 25, 2011

At this stage they could probably combine the present maps into one huge map, but what in the world do you put in between the zones? We must have Toriyama's opinion!
(In oblivion you have dungeons and ruins.)

Linkxp500 View user's profile Send private message

Reply with quote Tuesday, October 25, 2011

NikhilR wrote : (In oblivion you have dungeons and ruins.)



Shenku RiO Incarnate View user's profile Send private message

Reply with quote Thursday, October 27, 2011

NikhilR wrote : but what in the world do you put in between the zones?



Granted, I can't read Japanese, but this is a decent reference of the overall world, and what would lay between each main location:



Of course, it would end up being mostly grassy hills or forests, mountains/deserts, and oceans, but when ever you would see the main characters flying from location to location in the series that's exactly what you would see. Grassy hills, forests, mountains, deserts, and oceans...

Not much variety, so not much of a polycount requirement either, especially if we have LoD(Level of Detail) settings that work correctly and efficiently to only render what's immediately visible to the player. I think we have some that are implemented currently(or are in the process of being implemented), but I'm not sure at what extent they work, nor how it is setup right now.

But yes, the project was primarily abandoned I believe because few if anyone was actively contributing to its development. If you folks want it to be revived, all you need to do is start contributing to it again.

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