I could not find any concrete info on this, but can maps be seamlessly streamed from one to the next in multiplayer? I guess to give an example would be how UDK can stream maps to make it appear that a map is larger than it really is, but it is broken up in chunks.
If you mean seamless as in having one map end, then a small loading screen, then appear in the same place in a new map à la Half Life 2, then I'm not certain if it'd be possible, but it could be. But if you mean seamless as in moving between maps with no loading screens at all, then no.
if it was possible... MAN the map size and don't forget wow... server overload trying to handle 5 or more large maps. (center plus up,down,left,right maps.) How about... escort... NOW 5 maps long!!!
That could be kinda cool, have a huge city and then depending on who win you will then fight in the south or north part of it at the nextmap.
Isn't that what hydro did? I thought all the terrible people of tf2 hated that map, simply because everyone was like "why not just have one large map??" Personally loved it, I think people hated how you couldn't just steamroll the opposition. I know that it was basically one large map broken up into sections, just saying it sounds like a similiar idea. I know old sven coop could do that, have some event that would trigger the next map. I could imagine obsidian conflict has something similar. If you could do that you could extend it to basically be a empires campaign. Would be neat to see.
Perp for gmod used layers. Parts of the map under others. Just not sure how well that would work with com view in Empires.
Yeah, I once had a discussion with someone about layering things and using portals and shit to link them, but it just wouldn't be practical.
you can teleport players around the grid seamlessly. It would not be practical if you wanted a commander on that map. If you wanted to have, for instance, 3 parts of the city in district, and you fight over each part for a 3 part map where each area has a winner and it moves on to the next area instead of the map ending, I think there is some entity work you can do with forced kills, placeholder bots that would prevent the game from ending when all the live players die, and an entity to reset tickets. To have the movement between sections, just keep a 1/16th copy of the map in the 3d skybox so that it is always visible in a way. You could do something like this in a 3 stage commander map IF the game code was changed so that there was a game mode that didn't end when the commander dies. Last I checked, the game ended when the com vehicle entity was destroyed, regardless of game mode. I don't think there has ever been a reason to change this, so I would imagine it's still the same. If it is done correctly, you could mimick the movement of red orchestra's gameplay across a map by having a section of the map that kills you if you are in it after the spawns in that area are disabled, and have it force you to spawn in the new section. It would just be awkward as can be.
Yeah but for any of these teleporting ideas, we require a massive rehaul to the commander view, and if it's non-commander it's just a gimmick map anyway. And then there's the whole can of worms that is the minimap.
No. NO. NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOoooooooooooooooooooooooooooooooooooooooooooo....................
So there is a way to do this without scaling or teleporting. Basically the only limit is what the servers can handle. Also if you go to big the mini map would be hard to read. had hammer up to 10 x normal size. It got pretty buggy but was manageable. But bigger maps mean longer download and more strain on the servers. Not really worth it. I was going to make a huge map but then I realized how horrible it would be.
Well here is the big thing...you can scale EVERYTHING! You can scale everyone and everything down to 1/8th size. What does that give you? 8x size maps as far as your perception goes. They already tested this when they were trying out airships. I don't remember if there were side effects though.