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More than 4km?

Posted: 2009-04-23 10:15
by Sniper_killer
Is it possible to make maps more than 4km? sometimes it just feels that the space just...ENDS.

Re: More than 4km?

Posted: 2009-04-23 10:19
by Bob_Marley
Moved to general discussion as this is a question, not a suggestion.

Re: More than 4km?

Posted: 2009-04-23 10:23
by Psyko
yup in BF2, the world isnt round...actually its not even flat, its an intangable square floating in an asthetic abyss! home sweet home :)

theres a guy making an enormous map, let me find the link...

https://www.realitymod.com/forum/f354-c ... g-wip.html

16sq k apparently

Re: More than 4km?

Posted: 2009-04-23 10:33
by Alex6714
Thats 4x4k afaik.

Re: More than 4km?

Posted: 2009-04-23 10:34
by BloodyDeed
As you said 16sq km.
If you calculate: 4km*4km = 16 sq km ;)
I think its impossible to create a bigger map than 4km. I heard that even 4km is unsupported by EA.

Re: More than 4km?

Posted: 2009-04-23 10:44
by Tartantyco
-As I understand it, to make a 4km map the tiles(or whatever) are stretched(Doubled from the vBF2 2km size), in turn stretching the textures as well. In addition to everything looking like sh*t(Not that I care, I run everything on low :D ) there's probably a multitude of technical issues that come with doing so, of which I'm sure Rhino will educate us all on when he sees this thread.

Re: More than 4km?

Posted: 2009-04-23 10:59
by AfterDune
64km2 is possible, but has a lot of complications. Unless you know exactly what you're doing and what you're getting yourself into, you don't want to mess with it ;) .

Re: More than 4km?

Posted: 2009-04-23 12:05
by fuzzhead
[R-CON]DJJTerror has made a 8km map, it was a remake of wake island and it (mostly) works... but thats because 80% of the map is water...

It was called Seethed Waters and still may be included in a future version of PR at some point if the issues can be solved.

But an 8km map with lots of terrain would probably be quite difficult, but who knows maybe someone is brave (crazy) enough to go for it hehe

Just remember, its taken Dr Rank nearly 2 years to finish Sangin, to complete an 8km map of the same detail would just be unfeasible.

Re: More than 4km?

Posted: 2009-04-23 12:07
by nick20404
'[R-DEV wrote:fuzzhead;1001049'][R-CON]DJJTerror has made a 8km map, it was a remake of wake island and it (mostly) works... but thats because 80% of the map is water...

It was called Seethed Waters and still may be included in a future version of PR at some point if the issues can be solved.

But an 8km map with lots of terrain would probably be quite difficult, but who knows maybe someone is brave (crazy) enough to go for it hehe

Just remember, its taken Dr Rank nearly 2 years to finish Sangin, to complete an 8km map of the same detail would just be unfeasible.
What is the problem with bigger map sizes? Is it just the huge task of making a map that large? Or is there actual game breaking bugs involved here?

Re: More than 4km?

Posted: 2009-04-23 12:21
by Spaz
nick20404 wrote:What is the problem with bigger map sizes? Is it just the huge task of making a map that large? Or is there actual game breaking bugs involved here?
I think the biggest problem is for servers and clients to handle it.

Re: More than 4km?

Posted: 2009-04-23 12:53
by nick20404
Jonny wrote:Bit of both, nick.

AFAIK there is currently no known way to get terrain to show outside the centre 4x4 square.

Assuming you can get that working, you then have to contend with only 1024 networkable objects for 64 km^2. That 16 per km^2. Compared to basrahs struggling with 16 times that amount in older releases.

If you get around that (admittedly, not too hard, just avoid destructibles and ladders) then you have to make a map that could well use a LOT of over/under growth, or a lot of objects, when 4km maps are kind of pushing RAM usage already, for the editor.

But a 4x4km desert island in the middle of the ocean, with a seabourne assault, would be a good candidate for testing if its possible to get 8x8km in game as a playable map.
Ya the 4x4 island would be a nice beta to test on peoples systems, maybe we will get some huge air battles going on! :-o

Re: More than 4km?

Posted: 2009-04-23 12:59
by Masaq
There's another complication. As you expand the size of the map beyond 2km x 2km, the heightmap of the terrain gets distorted (for want of a better word), basically. Some of the ability to make gentle gradients etc is lost.

Re: More than 4km?

Posted: 2009-04-23 13:04
by Kruder
And who needs a maps that big with 64 players?Just play Kozelsk on CnC once and you'll know what i mean...

Re: More than 4km?

Posted: 2009-04-23 13:06
by Outlawz7
In short, 8x8 maps would be only good for air combat, some mini seaborne landings on deserted islands with one palm tree or naval combat, if we ever get that in PR. :p

Re: More than 4km?

Posted: 2009-04-23 13:17
by nick20404
Jonny wrote:Not from what I understand of the engine. You still have the same resolution, but instead of 2m between points its 8m.

You loose the ability to have fine-scale terrain features, but you dont loose any ability to make shallow slopes. Infact, if anything, I think its the other way around and you cant make slopes as ateep as you can with smaller maps. Not that the maximum steepness is ever used, anyway, as it would be from 0 to 163.84m on most maps, which you just dont ever see.

Anyway, 8x8 all-land would be good for vehicle-only, or transport heavy maps. Like insurgency, with a whole load of villages in a desert-like area.
Either that or some huge epic tank battles.

Re: More than 4km?

Posted: 2009-04-23 13:18
by McBumLuv
You'd really need to resort to using static terrain for anything outside the inner 4km^2. That's becauseof texture problems, and any difference in terrain hieghts would be smoothed out by LOD problems with having only 1 square for each 8 meters.

BUT, you could do it, there is a map that's 8 by 8 (And I personally find it quite attractive, even for something without much detail). Imagine the possibilities :D

EDIT: Jonny, I believe the problems Masaq is addressing are the ones where hills will "morph" from far away, shown here: https://www.realitymod.com/forum/f189-m ... s-2km.html

Re: More than 4km?

Posted: 2009-04-23 13:20
by Psyko
'[R-DEV wrote:fuzzhead;1001049'][R-CON]DJJTerror has made a 8km map, it was a remake of wake island and it (mostly) works... but thats because 80% of the map is water...

It was called Seethed Waters and still may be included in a future version of PR at some point if the issues can be solved.

But an 8km map with lots of terrain would probably be quite difficult, but who knows maybe someone is brave (crazy) enough to go for it hehe

Just remember, its taken Dr Rank nearly 2 years to finish Sangin, to complete an 8km map of the same detail would just be unfeasible.
2 years??? why?

Re: More than 4km?

Posted: 2009-04-23 14:02
by Rhino
[quote=""'[R-DEV"]fuzzhead;1001049'][R-CON]DJJTerror has made a 8km map, it was a remake of wake island and it (mostly) works... but thats because 80% of the map is water...

It was called Seethed Waters and still may be included in a future version of PR at some point if the issues can be solved.

But an 8km map with lots of terrain would probably be quite difficult, but who knows maybe someone is brave (crazy) enough to go for it hehe

Just remember, its taken Dr Rank nearly 2 years to finish Sangin, to complete an 8km map of the same detail would just be unfeasible.[/quote]

Terror just used my resarch into it to make the map, but the map has soo little detail in the terrain etc, you could only use it for Air / Sea combat.

You can see my original research I did on this over 3 years ago now...
Scale 8 maps. - Official BF Editor Forums

[quote="Psykogundam""]2 years??? why?[/quote]

As there is a 16km^2 area to put a lot of detail into, and when you only have really the weekends to work on a map it takes a huge amount of time.

The larger the map, the more time its going to take to make it (time will vary depending on how complicated the map is, a simple terrain map with no statics could be done in under a week). Its as simple as that.