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  #1871  
Old 06-13-2012, 03:49 PM
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philip.ed philip.ed is offline
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Uther, can it not be moved to this thread? Or will a post just be binned?
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  #1872  
Old 06-13-2012, 04:03 PM
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phoenix1963 phoenix1963 is offline
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Quote:
Originally Posted by David198502 View Post
why not make maps like a puzzle, where all single maps could be connected to each other one day.
so that in the end, one big WWII map would be the result....
you may say im a dreamer
I seem to remember Oleg showing exactly this some years ago. Didn't they announce a mapping environment that could go from orbit down to village scale?

I realise much has changed since then, but surely this part of Storm of War still exists?

I sympathise with the amount of time mapmaking takes, but was there not also a video of a tool to paint the details on the map?
Getting the community involved would surely breath most life into the game?

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  #1873  
Old 06-13-2012, 05:00 PM
csThor csThor is offline
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There's now an offspring from the thread with the map discussion at sukhoi.ru and I find that one very interesting. Some of the opinions there match my own - maps are only large enough when the historically relevant bomber bases are on the map. On the CloD map 99% of the bomber bases are not on the map at all ... only Amiens - Glisy (Stab & I./KG 1), Montdidier (II./KG 1), Rosieres-en-Santerre (III./KG 1), Creil (II./KG 76), Beauvais-Tille (I./KG 76) and Cormeilles-en-Vexin (Stab & III./KG 76). There is, for example, not a single bomber base of Luftflotte 3 represented which - if we had a campaign engine - would seriously limit the campaign possibilities for a bomber pilot.

I know about the limited resources, but quite honestly with maps not encompassing the relevant bases for all types of aircraft (with the bombers having the ones farthest back) then the gameplay will always be rather limited even offline. 'cause if you don't have a base an offline campaign is pointless.
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  #1874  
Old 06-13-2012, 09:19 PM
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philip.ed philip.ed is offline
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I don't understand why the CloD map took at least three years to make. Obviously it's a big area, but surely WW2 maps could be used to map the location of every road, town, village etc and then just use the tool in the editor we saw to add the housing and fields...? A lot of tailoring would be needed, but with a sufficient team I don't think it's impossible, especially considering the work that was done on the Cross Channel map for Il-2.

It's probably a lot more complex to make sure everything fits, but bear in mind the BoB2 has a larger map IIRC with every road and landmark visible in 1940.
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  #1875  
Old 06-14-2012, 12:23 AM
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SiThSpAwN SiThSpAwN is offline
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Quote:
Originally Posted by philip.ed View Post
I don't understand why the CloD map took at least three years to make. Obviously it's a big area, but surely WW2 maps could be used to map the location of every road, town, village etc and then just use the tool in the editor we saw to add the housing and fields...? A lot of tailoring would be needed, but with a sufficient team I don't think it's impossible, especially considering the work that was done on the Cross Channel map for Il-2.

It's probably a lot more complex to make sure everything fits, but bear in mind the BoB2 has a larger map IIRC with every road and landmark visible in 1940.
I can only imagine all the problems, issues, time and effort that goes into a map the size of the channel map, and how long it would take to build, populate and make look half way decent.... 3 years sounds pretty right from start to finish...
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  #1876  
Old 06-14-2012, 06:20 AM
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Quote:
Originally Posted by philip.ed View Post
I don't understand why the CloD map took at least three years to make. Obviously it's a big area, but surely WW2 maps could be used to map the location of every road, town, village etc and then just use the tool in the editor we saw to add the housing and fields...? A lot of tailoring would be needed, but with a sufficient team I don't think it's impossible, especially considering the work that was done on the Cross Channel map for Il-2.

It's probably a lot more complex to make sure everything fits, but bear in mind the BoB2 has a larger map IIRC with every road and landmark visible in 1940.
This was another of the big disappointments for me. We have a Walt Disney map whereas with old maps as guides, even templates, we could have had far more historical detail, properly placed roads etc and I doubt if it would have taken much more effort than what we have.

Perhaps he SDK will allow us to create a new map and perhaps even submit it for 1C to include in the file set.
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  #1877  
Old 06-14-2012, 07:23 AM
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Quote:
Originally Posted by csThor View Post
There's now an offspring from the thread with the map discussion at sukhoi.ru and I find that one very interesting. Some of the opinions there match my own - maps are only large enough when the historically relevant bomber bases are on the map. On the CloD map 99% of the bomber bases are not on the map at all ... only Amiens - Glisy (Stab & I./KG 1), Montdidier (II./KG 1), Rosieres-en-Santerre (III./KG 1), Creil (II./KG 76), Beauvais-Tille (I./KG 76) and Cormeilles-en-Vexin (Stab & III./KG 76). There is, for example, not a single bomber base of Luftflotte 3 represented which - if we had a campaign engine - would seriously limit the campaign possibilities for a bomber pilot.

I know about the limited resources, but quite honestly with maps not encompassing the relevant bases for all types of aircraft (with the bombers having the ones farthest back) then the gameplay will always be rather limited even offline. 'cause if you don't have a base an offline campaign is pointless.
Well, I think the only way to get maps of that size is do a very crude auto generation - or have the community do them with an SDK that allows making large maps. Maybe that would be OK? Have the relevant parts of the map detailed and autogenerate the stuff in the peripheral parts that are mostly interesting for a very small group that like to take off from a bomber base hundreds of miles from the target and actually spend hours before getting there? I do realize that there are people that like this but they can't be many percent of the target audience to make this game profitable.

But it would be nice to please both the broad and the narrow users. But that would have to involve some autogeneration that off course would have threads with people crying about roads going over rivers with no bridge etc... Roads that where built in 1990 in the game etc... I think an auto generated map would have to use OpenStreetmap or similar to be economically possible. Maybe with manual deletion of major highways around cities etc that would be to hurting for the eyes

I really don't thing that the business model where the SDK only allows the making of small maps is a wise one... If you can only do maps with the available terrain and props, why not focus on releasing new game modes and features that gets packed in new "versions" that everyone wants to pay for, and let the community or third party build all the maps they can to expand the product?

And by the way as this is a theoretical discussion - any kind of SDK would be a boost for the product

EDIT - a crazy idea, make a web based GUI built on OpenStreetmap where users can add or remove roads etc like in the "real" OpenStreetmap and then have an engine that "bakes" the map into a CloD map I have added a number of minor roads and paths into OpenStreetmap where I live and added a road into Google Maps too that was marked the wrong way... That way it would gradually get better and better and instead of whining about a missing bridge - people could add it themselves Just dreaming... And then have monthly builds where the new stuff gets into the baseline map.
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Last edited by mazex; 06-14-2012 at 07:36 AM.
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  #1878  
Old 06-14-2012, 08:43 AM
tintifaxl tintifaxl is offline
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Quote:
Originally Posted by BlackSix View Post
If we'll find free time for SDK in the nearest future. Free time is main problem.
That doesn't bode well. There will never be "free" time to do it - it has to be planned and resources allocated beforehand. But I guess project management is not MG's strength.
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  #1879  
Old 06-14-2012, 11:04 AM
ParaB ParaB is offline
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Quote:
Originally Posted by tintifaxl View Post
That doesn't bode well. There will never be "free" time to do it - it has to be planned and resources allocated beforehand. But I guess project management is not MG's strength.
In Russia project manages you.
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  #1880  
Old 06-14-2012, 03:24 PM
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robtek robtek is offline
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Quote:
Originally Posted by tintifaxl View Post
That doesn't bode well. There will never be "free" time to do it - it has to be planned and resources allocated beforehand. But I guess project management is not MG's strength.
At the moment MG is still firefighting the CoD engine,
planned work happens only to the people working on the sequel,
for the rest planned working will resume when CoD is running as it should.
Imo.
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