Oates_ Posted July 27, 2014 Share Posted July 27, 2014 Greetings, my fellow tenno, Today I will primarily be discussing the future of level design in Warframe. I say primarily because, level design in a given video game is foundational to almost every other aspect of that game. I will go into more detail about that later, but first, I'd like to explain why I made this post. As I have played warframe, I have noticed a peculiar phenomenon on the forums. There are no megathreads about level design. It's like there is some sort of taboo associated with even bringing the topic up. This strikes me as peculiar because most of the complaints that people consistently bring up are almost all directly tied to the level design of the game. Take for example the game's AI. I often see people complain on the forums about the AI programming of warframe, but as was mentioned on the AI livestream a few weeks ago, the AI is severely limited by the proceedurally generated level design. And another example, navigation while in mission. Many new players have difficulty finding their way around even the most linear of levels, and yet everyone calls fault to the UI team and not the levels themselves. Now don't misunderstand me. I think that the level design team has done a great job with the tools that they have. In many ways they have made the concept art come to life, but they cannot overcome certain weaknesses inherent to the proceedurally generated tile system. "But Oates!" as many would be defenders are quick to say, "without proceedurally generated levels, the gameplay would become repetitive and boring!" I hate to break this to you, but the tile system does not solve that problem. Adding new tiles merely delays the problem. Not that the tile system is bad, it just comes with very specific costs and benefits. "So what's your point?", you may ask. My point is that we need to take a step back and reconsider why we are using tile sets and not another system from the perspective of where warframe is now, rather than from the perspective of what warframe was. Realize that when the tile set system was chosen as the way to produce levels for warframe, the game was not even half as big as it is now. For what warframe was to conceivably be at that point, the tile system was, in my opinion, an excellent choice. Is the tile system still an excellent choice? That isn't my call. From a human resources perspective, the very thought of changing the way levels are made is laughable. (If you need an example; imagine a house filled with fine china. Now imagine moving that house completely off of its foundations and onto a completely new foundation. To put it bluntly, stuff breaks.) From a gameplay perspective, I think that a more wholistic approach to level design could have tangible benefits down the road. A lot of work up front, but allowing for a more immersive experience for the player especially in terms of mission design and enemy AI. In conclucsion, I would remind you that level design is foundational to gameplay. Changes come with great cost, but there are still many benefits that can result from those changes. Thank you for your time. TL;DR :You cannot wallrun without walls. Link to comment Share on other sites More sharing options...
CY13ERPUNK Posted July 27, 2014 Share Posted July 27, 2014 +1 OP Link to comment Share on other sites More sharing options...
Angius Posted July 27, 2014 Share Posted July 27, 2014 Basically, for the better AI you can script it to a certain "whole" ship/outpost/asteroid, but you cannot do it well for procedurally generated levels. I can't see why won't we treat each tile as a "whole" ship/outpost/asteroid and script AI reactions in there. Then just make sure, that mobs will go through the connections between tiles and voila! Two bierds with one stone. Link to comment Share on other sites More sharing options...
Lactamid Posted July 27, 2014 Share Posted July 27, 2014 Sorry to say it DE but I kinda agree. Now some tiles/rooms are fantastic, but as we (or well at least I) run through rooms without thinking much about them, so much of your work just flies by not getting the love it deserves. This is partially because you get 15 tiles you've seen 284 times and then one new...on the way to an objective...with some rushing speedfreak ahead of you. There is very little that "builds up" to that epicness you have created, so it slips by as we "were not ready" and didn't look for it. Also a big part of the maps just doesn't make any sense. There are rooms for the sake of rooms, not to tell a story. One by one things can be great but together they would have been so much more. Maybe there could be tileset "groups" with special conditions/options, but I don't know how that would work anyway. Link to comment Share on other sites More sharing options...
Tempest3 Posted July 27, 2014 Share Posted July 27, 2014 Being allowed to memorize an entire "map" design and learn its tricks would greatly aid in the effective implementation of stealth characteristics and gameplay in Warframe. Currently, a specific tile might have stealth features, but non-invisible warframes are required to "break stealth" to walk through a doorway which is literally the only way to continue on the mission... no matter how large or interconnected the tileset might appear to be (Grineer Galleons, for instance). I would love to see linear level design implemented at least in specific instances (Galleons, Earth, etc...)! +1 OP Link to comment Share on other sites More sharing options...
Monolake Posted July 27, 2014 Share Posted July 27, 2014 -1 The 'tiles' are pretty big and self-contained. You memorise them as you play more know whats where on every map. All the problems with navigation etc are inherent to a particular tile design and floorplan, not to the way the maps are made from the several tiles. Link to comment Share on other sites More sharing options...
Octoknightx Posted July 27, 2014 Share Posted July 27, 2014 -1 The 'tiles' are pretty big and self-contained. You memorise them as you play more know whats where on every map. All the problems with navigation etc are inherent to a particular tile design and floorplan, not to the way the maps are made from the several tiles. Link to comment Share on other sites More sharing options...
Tempest3 Posted July 28, 2014 Share Posted July 28, 2014 -1 The 'tiles' are pretty big and self-contained. You memorise them as you play more know whats where on every map. All the problems with navigation etc are inherent to a particular tile design and floorplan, not to the way the maps are made from the several tiles. I think the only way tile-sets will continue to work is if they become less "self-contained" and feel more continuous and integrated. The strength of tile-sets is (as has been previously noted) their ability to avoid repetitive/boring missions where running them starts feeling extremely linear and stale. The weakness of the current tile-sets is that map feels extremely repetitive/boring... and non-linear. "Oh, this room" is kind of even worse than "Oh, this map"... because it happens over and over again. And sometimes you get the same room 2-3 times in a row.. in the same mission. I think something that could really help the tile-set design is the idea of purpose behind maps. It doesn't make sense (in most cases) to have 4-5 of the same room... and since the rooms have to be random, only mission-specific rooms get to be unique (mobile-defense rooms, sabotage rooms, etc...). This leaves the rest of the map full of either extremely-dull rooms, or extremely nonsensical rooms (why are the inside of galleons so open and airy?). Finding a way to have more... structured procedurally-generated maps would greatly improve play-through and immersion. Another option (included in the idea of continuity/integration) is interconnectedness. Having the current "there is 1 door to get out of this tile... no matter how large this tile is" frequently feels extremely clunky. Any "height" in a room (catwalks, set-pieces, etc...) *must* be tile-specific in their current form. The ability to climb into a catwalk and cross between multiple "tiles" would greatly assist in the logical structure of the game and remove at least some of the ever-present "well, here's a bit more RNG" feeling. Link to comment Share on other sites More sharing options...
DSpite Posted July 28, 2014 Share Posted July 28, 2014 I'm not even sure what the OP is complaining about. Go play Trackmania for a while. That game has tiles, and yet you can make incredibly complex things because we are meant to do massive amounts of acrobatics on them. This is a shooter. We go around shooting things. I have tons of idea to improve my personal level of fun through Warframe levels, and pretty sure they might not fit yours. Global Agenda had the most stale level setups you could possible imagine because of the engine limitations for example, and we could mind-numbingly play those non stop. I never heard major complaints on level design there. If I was specifically approached and told "you know what, you won an internal competition, and we will design 50 tiles you want no matter how whacky they might be" ... ... only a fraction of you people would survive those levels. This 99% completion rate we seem to have really annoys me. Something the levels should be doing that they are not currently doing: * Force us to stop and fight in an organized manner at certain chokepoints. * Lock us in killzones and force us to deal with an enhanced level of threat before moving on. * Split up the group if we stop acting as a unit, and keep separated. Destroy a ship section or radiate a tile for example. * Force us to deal with secondary/tertiary/etc "objectives" ie a ship engineers decide to blow the ship to stop us getting the Datacores. Do you rush the objectives, or split the team and send someone to shutdown the reactor overload? Link to comment Share on other sites More sharing options...
Tempest3 Posted July 28, 2014 Share Posted July 28, 2014 If I was specifically approached and told "you know what, you won an internal competition, and we will design 50 tiles you want no matter how whacky they might be" ... ... only a fraction of you people would survive those levels. This 99% completion rate we seem to have really annoys me. If you designed 50 tiles and they were put into the current procedural map-generator, they would be "that annoying room" and we would never really care or notice. Because you can't design a map. Maps are RNG. Tiles are a way to pretend we have ships instead of rooms. I want ships. Link to comment Share on other sites More sharing options...
Lactamid Posted July 28, 2014 Share Posted July 28, 2014 TL:DR What is the reason behind a node? All nodes share the same tiles within a tileset except a few game mode-specific ones. While RNG makes the nodes unique, everything is the same - Node X can look exactly as node Y. Splitting up the tiles into "themed nodes" could split up the larger picture by giving some reason to each node - would require more tiles. *Note that this is just a part of the improvments needed as it basically is a new tileset within a tileset - but it is a step. In this game we have alot of nodes, but what is the reason for them and how many of those are replayed? At one end we have: Defense (any void, sechura/xini/ old killiken) those maps basically has one tile making it a "map". While replayed to boredom it's something that alot of players end up on, same with interception. On the other we've got: RNG based tile-maps which share alot of tiles with eachother. While each map might not be the same....that node you just played could look pretty much the same as the node you play now. In other words - there is nothing unique* about a certain node. *This is in "mapdesign" - the sharing of tiles except possibly a single tile. The enemies might have slightly higher difficulity, the objective of the mission might also have changed as there are multiple game modes, but it's built of to large amount of the same tiles in no specific order and the feeling you get is - I played the same thing, I've seen this before. The node has no personality, the reason you go there is not the map. I get that this most likely has to do with time - DE ain't finished yet. But a "theme" connected to a node within a tile set would (in my eyes) give much more value to a specific node. Now: All nodes shares XYZ amounts of tiles with very few game type specific tiles. Theme: All nodes shares "basic" tiles, but are given a X, Y or Z tiles to choose randomly from. With what we have each node has a "high" amount of customisation or randomness, but this is blanded down by that everything is pretty much the same. With themes you would face the issue of either getting maps that feels very samey if replayed alot or more reason to there being than just one tile - and some feeling of "this node is new/cool/bad/unique". The themed version would also requre there to be more tiles, this is what i ment by not being finished. This is just a start and more things would be required to highten the standard of each node, but perhaps it could give players more of a "feel" for some nodes. Put a story on top of that, a lore-reason and some better ai (dumb or smart ;) and we've come a long way. Link to comment Share on other sites More sharing options...
Oates_ Posted July 28, 2014 Author Share Posted July 28, 2014 I'm not even sure what the OP is complaining about. Well, if you must know, I was not actually trying to complain. "So what's your point?", you may ask. My point is that we need to take a step back and reconsider why we are using tile sets and not another system from the perspective of where warframe is now, rather than from the perspective of what warframe was. Realize that when the tile set system was chosen as the way to produce levels for warframe, the game was not even half as big as it is now. For what warframe was to conceivably be at that point, the tile system was, in my opinion, an excellent choice. What warframe can and will become hinges on the level design more than any other aspect of the game. If warframe is going to become more complex, then the way maps are designed will need to accommodate those changes. Link to comment Share on other sites More sharing options...
Killerkarpfen Posted July 28, 2014 Share Posted July 28, 2014 we need to take a step back and reconsider why we are using tile sets and not another system from the perspective of where warframe is now Such as? Link to comment Share on other sites More sharing options...
Varzy Posted July 28, 2014 Share Posted July 28, 2014 ISomething the levels should be doing that they are not currently doing: * Force us to stop and fight in an organized manner at certain chokepoints. * Lock us in killzones and force us to deal with an enhanced level of threat before moving on. * Split up the group if we stop acting as a unit, and keep separated. Destroy a ship section or radiate a tile for example. * Force us to deal with secondary/tertiary/etc "objectives" ie a ship engineers decide to blow the ship to stop us getting the Datacores. Do you rush the objectives, or split the team and send someone to shutdown the reactor overload? I'm reminded of the Corpus vs Grineer space frigate invasion map. When you fight on the side of the Corpus, there's a point where you exit into the vacuum of space and teleport into the Grineer ship. At that point, there's no turning back and you're faced with a long and narrow pathway teeming with Grineer. It is a fantastic segment that puts a huge amount of pressure on a team to co-ordinate and take cover, to quickly use CC to control the area before the heavies knock you down or spew fire and explosions into the chokepoint. Warframe needs more moments like that! Tiles that themselves include specific arrangements of enemies depending on how they're spawned, such as armored turrets and platoons of soldiers or the upcoming Riot MOA, etc. Link to comment Share on other sites More sharing options...
Rajko Posted July 28, 2014 Share Posted July 28, 2014 I couldn't really get past that tone of writing. I don't really understand this recurring theme of looking at core elements of Warframe and pointing out how it must change, either. There's probably an interesting statement in there, but when I feel hammered by the smug hammer of righteousness from the first paragraph... Link to comment Share on other sites More sharing options...
Kyte Posted July 28, 2014 Share Posted July 28, 2014 TL;DR: Let's look at our navels without actually offering any superior options or considering the sunk cost or further investment required. Link to comment Share on other sites More sharing options...
zombisa Posted July 28, 2014 Share Posted July 28, 2014 I don't know squat about level designing, but i kinda understand what you wanna say OP. Use the tile sets you have now but let each node have it's own "personal" fixed layout. Indirectly connected to the thread - Waypoints: Lots of times have I been lost especially when i started playing Warframe (the mini map extraction icon and waypoints system need an overhaul if you ask me). There are tons of stuff that would work better. IE waypoint is placed by your teammate, wp location on the minimap is the same as on the level (it shouldnt point you to the stairs when you could have gotten their faster if you just jumped down from a terrace) and a semi transparent path of pointer arrows is drawn on the screen leading to the waypoint or something like that. Link to comment Share on other sites More sharing options...
Jag272 Posted July 28, 2014 Share Posted July 28, 2014 (edited) Certainly agree to some extent, if we ever want to see true stealth options I think the current model is going to need reworking a bit. For the most part I am fine with the tile system, the OP demonstrated the main issues I have with it but as a poster indicated, to transition from room to room non-invis characters must go through the only door. If we want to see proper stealth integration such as vents across maps I feel we either need the tiles to spawn in actual randomly generated sets of 2/3 rooms atleast rather than 1 room and then spawn whichever room has a matching door type afterwards. The other option is simply to create more types of entrances to the rooms as alternate entrances, even if it requires a bit of fiddling about. We could for example of the very secluded loot rooms features vents which link through the more significant primary tiles to another loot room. While this doesnt mean all combat can be skipped simply by following vents throughout, it allows for more flexibility. If the front of the room is heavily guarded, go back to that one loot room, hop in to the vent and follow the vent, through the one primary room and land in another loot room at the other end of the primary room. From there either engage in combat with silenced weapons from a distance or simply sneak past towards the door, though again requiring the use of doors is an issue to some extent, I dont think it would be suitable for all doors to be bypassable by simply spending the whole mission in a long vent however. As an example, think of the large rectangular void tile with the death orbs in the middle, 2 large doors on the long sides and 2 of the rotating doors on the shorter sides with the small rectangular doors on diagonally opposing corners. Let's say the players approach from behind one of the circular doors and have a loot room in the current room. They could go through the circular door and hope nobody is there or hop into the loot room, go through the vent to where one of the small rectangular doors has spawned a loot room, allowing the squad to take the vent to the opposite side of said room and sneak through the opposite circular door. I feel this kind of system would help stealth as a whole, particularly in rescue missions in which it was attempted but still as far as I could tell used single tile vents. I really we don't want all combat to be bypassable by simply spending the entirety of say a capture mission in a vent to extraction but adding such stealth mechanics in every few rooms as an alternative is a step in the right direction but one that requires atleast some development on the current tile system. TL;DR While the current system works, a rework is definitely in order to some extent if the game is to be opened up to stealth play. Vents connecting multiple side/loot rooms together to bypass guards in large rooms for example. The issue of being required to walk through the front door in every room also presents an issue with stealth. Depper connectivity of rooms or spawning groups of 2/3 matched rooms may help in this matter. Edited July 28, 2014 by Jag272 Link to comment Share on other sites More sharing options...
dzxbeast Posted July 28, 2014 Share Posted July 28, 2014 IMHO there are 4 options: random maps - i have no idea how hard is this, but i imagine ai would need a complete rework, and generating a whole map would need a lot of processing power. also glitches like weirdly placed loot containers, no secret rooms etc. no tactics beforehand - always have to adapt to a situation at hand. but you would always get a new map. random with some predefined tiles - same problems, less weird stuff, but maps(or parts of it) would seem a little repetitive. tiles - we have it now handmade maps - when you know with what you are working it is easier to to do stuff like ai, events etc. but the same map would never change, you would already know the exact position and second where you need to aim, shoot, run, jump. in other words - boring. i think tile system is the best option, since every map is new and known at once. the only problem we have right now, is that tile sets do not fit each other, or are coupled in strange ways. i mean we may get 2 or 3 huge empty space rooms close by in a ship(map generation problem) and the only way to go from 1 to other is through a door(problem with tiles being fit only to each other and not a few tiles further) Link to comment Share on other sites More sharing options...
OrphanMaker Posted July 28, 2014 Share Posted July 28, 2014 (edited) Greetings, my fellow tenno, Today I will primarily be discussing the future of level design in Warframe. I say primarily because, level design in a given video game is foundational to almost every other aspect of that game. I will go into more detail about that later, but first, I'd like to explain why I made this post. ..... Body In conclucsion, I would remind you that level design is foundational to gameplay. Changes come with great cost, but there are still many benefits that can result from those changes. Thank you for your time. TL;DR :You cannot wallrun without walls. Writes essay... ^ Okay slow down buddy! "trying to catch my breath" That wall of text... "I understood nothing!" sorry Okay, the game design is okay at the moment. The procedural generation is okay at the moment but I can admit it needs tweaking, and that why procedural generation is so good. New rooms can be added in at anytime. Now, what is need is some more parkour rooms. The procedural map generator needs to be tweaked to generate rooms in a realistic way and generate maps as an obstacle course. Edited July 28, 2014 by OrphanMaker Link to comment Share on other sites More sharing options...
OrphanMaker Posted July 28, 2014 Share Posted July 28, 2014 Such as? Not even DE understands. Op, sorry bro you need to simplify and say directly what you mean. Link to comment Share on other sites More sharing options...
direcyphre Posted July 28, 2014 Share Posted July 28, 2014 Quite a few bad points in the OP. There is no map megathread because there is no inherent problem above and beyond complaints about navigation of new tiles or bugs to report. There isn't some sort of taboo on speaking of the tilesets, it's just not a huge point of contention in the first place. Levels are what make a game, as the mechanics are always of a preset genre; in this case, a third person shooter. In the very stream where the AI was discussed, a more obvious point was placed on the average lifespan of an enemy. Level design plays a role, sure, but each tile is still fixed in it's layout. The inherent problem AI 'suffers' from is that they never get a chance to utilize tactics, and are by no means as fast as us. It's been said multiple times already, the AI can't really do it's job if it's already dead, and we already have no problems wiping out entire hordes in a single keypress. Even if you designed a level to be a massive ambush (much like the Grineer side of invasion maps) where Grineer or Corpus are firing volleys behind cover, we still wouldn't have any problems completely annhilating everything in sight. New players will always find it difficult to navigate any map in any game the first time around. The only real issues that pop up are new tilesets with problematic waypoints (the reason the UI gets blamed) and various bugs within a tile itself. Short of adding arrows and invisible walls to guide people like other AAA titles, users will obviously need to get acquainted with a location before they know how to navigate it. Take a step back and reconsider what exactly, I wonder? See the inherent issue with wanting to improve level design in any game is that you would need a better idea to present. Levels are levels, and they will always be something to traverse through. Unfortunately it doesn't matter if it's one standard build, procedurally generated, or completely open world, everyone gets bored of it. Everyone gets used to it and knows exactly where everything is and how it works. Nothing in the world of gaming can change this particular aspect. Short of quantum physics, wormholes, or the psychadelic, we ourselves can only be present within a game world as an entity that runs within it. And unfortunately, no game can somehow magically keep it 'fresh' for very long, because playing any game beyond 100 hours means you have experienced just about everything. Such as? That's what I'd like to know! Maybe we should switch everything to randomly generated, voxel-based terrain... Link to comment Share on other sites More sharing options...
Morshade Posted July 28, 2014 Share Posted July 28, 2014 (edited) I appreciate the time that is being spent on this topic and some of the ideas that have been thrown around on this thread already. Oates_ started off the topic well by questioning why the system is the way it is and asking people to talk about it. Not that the tile system is bad, it just comes with very specific costs and benefits. "So what's your point?", you may ask. My point is that we need to take a step back and reconsider why we are using tile sets and not another system from the perspective of where warframe is now, rather than from the perspective of what warframe was. I think many people agree that the environment of the levels could be tweaked in one way or another, and questioning the way the environment of the game is generated is a good place to start. Currently, each map is generated uniquely from a list of rooms, and the computer generates a map based on room compatibility. Is there anything wrong with such a system? Let's look into it: 1. The design of the levels is based on computer compatibility logic, not environmental logic. Therefore, the computer may put together rooms that may make sense to the computer but make no sense to the human player. I think a good example of this is the sprawling design of a Grineer ship that I think should more closely resemble the environment of a submarine. 2. The rooms are only connected by their compatible features. Therefore, multi-room catwalks and secret passages (elements I think are essential to the whole ninja aura that Warframe is trying to promote) cannot exist. Also, key map features are located in random locations instead of more logical locations (I'm thinking of energy core rooms located in the center of the ship; bridges located toward the top/front of the ship; engine rooms located in the back/lower levels.) 3. AI has to be simple in order to accommodate the complex tile system. I have a friend that has initiated me into all things Warframe, and he frequently comments that he "feels bad for the enemy because their entire existence consists of us slaughtering them." I agree with him on this. Basically, when I play the game, I find ways to exploit the AI. So the bad part about this post is that I don't really have a solution, but I really like the options that dzxbeast listed. IMHO there are 4 options: random maps - i have no idea how hard is this, but i imagine ai would need a complete rework, and generating a whole map would need a lot of processing power. also glitches like weirdly placed loot containers, no secret rooms etc. no tactics beforehand - always have to adapt to a situation at hand. but you would always get a new map. random with some predefined tiles - same problems, less weird stuff, but maps(or parts of it) would seem a little repetitive. tiles - we have it now handmade maps - when you know with what you are working it is easier to to do stuff like ai, events etc. but the same map would never change, you would already know the exact position and second where you need to aim, shoot, run, jump. in other words - boring. i think tile system is the best option, since every map is new and known at once. the only problem we have right now, is that tile sets do not fit each other, or are coupled in strange ways. i mean we may get 2 or 3 huge empty space rooms close by in a ship(map generation problem) and the only way to go from 1 to other is through a door(problem with tiles being fit only to each other and not a few tiles further) I personally believe that individual maps per node would be nice; however, such an undertaking would be massive. If you made the task smaller by making a map per mission type/planet, only two or three of that map would exist in the game, giving variety yet streamlining the process somewhat; however, a large number of maps would still have to be built. People would bash this idea by saying that the levels would be predictable. Well, the levels would only be perfectly predictable if you knew where you were going to be spawned each time. A random spawn point would throw a wrench into the level every time you spawned. However much I like such an idea, I believe that a balance is going to have to be struck between prior investment and future investment. Use the tile system; please don't break the game by completely destroying the current level generation system. However, please change the ways that levels get generated. I only have one idea that may or may not be helpful, but I'll share it and people can bash it, share it, or promote it all they want. Sort the tile sets by mission type, planet, faction, environment, etc. Then, when a level is generated, only allow the ones that fit the proper description into the map. No asteroid tiles should spawn into a ship, etc. I believe this is vaguely how the system works now, but I'm calling for a more definable unit of tiles. Such as: "This is our Grineer/survival/Jupiter/ship tile set as opposed to a Corpus/defense/Mars/asteroid tile set." I think all the tools are there, but if the generators are more selective with the tiles that they use, the levels will be easier to navigate, the AI could be made to be more complex, but the maps would keep some of their unpredictability. More tiles would have to made, I understand; however, each mission would have a smaller number of tiles than they do now, and with that smaller number of tiles, missions become more adhesive without becoming cookie-cutter copies of themselves. Basically, I want to be able to pick a mission blindfolded but be able to successfully guess what mission/planet/environment that I am running based on the tile set that I see when I spawn in without knowing exactly how the map is laid out (a vague idea about how the map is laid out wouldn't be such a bad idea either). Right now, we have randomness with no cohesion, but I think randomness within a small, fixed framework would be better. My favorite part of this idea is the inclusion of stealth features into the maps via specific stealth tile sets (secret passages, catwalks, and more air duct navigation). We are ninjas; 'nuf said. Currently, deception missions and other stealth types are merely exterminates with a twist. However, if the tile set gives a means by which the player can make it through a mission undetected; then, the stealth gameplay genre is revitalized. Right now, only Loki with duration mods is practical for such missions. So now comes the approval/disapproval that comes with writing forum posts, but please, as you do whatever you are inclined to do, keep putting ideas out there. One of us is bound to have one that works. Edited July 28, 2014 by Morshade Link to comment Share on other sites More sharing options...
Tempest3 Posted July 28, 2014 Share Posted July 28, 2014 (edited) Hi, I like to do survival runs on mercury for fun. While doing these runs I have noticed the crazy and unrealistic maps. This is what got me started. On the grineer ship I went into the room with the large class windows, and though "cool I suppose to be on a ship." But later I lost the immersion when I looked at the map and saw how crazy it was. The big window room, to my right, was connected to a hall that went straight then immediately to the right past the big windows. How could that be possible. I think the map procedural generator needs to be tweaked to produce maps realistically. Us players need to have an idea of how big the ship is, how the ship is built and so forth. This ship maps should be constructed as if we are on a large ship. We need to feel that immersion. The ship needs less of a horizontal size. The ship map should increase the ship size vertically rather than horizontally. This give the ship a more realistic feeling. The ship will not feel big, flat, and chaotic. The ship needs to have an engine room, crew quarters, captain/officer quarters, storage, Hangar/flight deck, escape pods, bridge, and etc. These rooms to need to be spawned in a map layout that is believable. There needs to be a deck system, that these rooms would correspond too. The ship needs deck signs on walls to help players see where they are at. This will give the players an overall immersion. Deck 1 Bridge + flight deck / Cannons Deck 2 Information room/ captain + officer quarters / Deck 3 Crew quarters / escape pods Deck 4 Hangar Deck 5 Engine room Deck 7 Storage The ship needs to spawn enemies in a more organized way that's realistic The spawn rooms should be the hangar room. The hangar room could have windows that let you see grineer getting off ships and preparing to run through enemy spawn doors. This will give the ship a more realistic atmosphere. Also enemies should spawn from random places like air ducts. https://forums.warframe.com/index.php?/topic/276836-realistic-ship-maps-procedural-generation/ Since starting a new thread is how you avoid mega-threads... Edited July 28, 2014 by Tempest3 Link to comment Share on other sites More sharing options...
noveltyhero Posted July 29, 2014 Share Posted July 29, 2014 -snip- The tile system they have in place DOES help the game simply because new tiles can be added in any time and you have to keep in mind that the game's optimization works per tile. You render everything in the tile that you are in unless you are looking into the next tile too. All I would suggest is a better algorithm for matching these tiles up so structurally it makes sense. A new system? As Killerkarpfen mentioned, what? Voxels? Seriously you are asking them to scrap the game's foundation and build a new one, the amount of work required assuming this new system that you haven't really suggested even works. Link to comment Share on other sites More sharing options...
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