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  • [Poll] New AoS Map Sizes?
  • 12
     

    If servers and custom map makers could pick map sizes besides 512x512, what size would you want to have as a new option? I made this online poll to find out!

    The sizes are in pixels, and they range from 64x64 to 8192x8192. Remember 1 pixel is about 2 ft (.66 m) wide, based on the height of the character.

    Vote or Die!

    #54749
    MegaDeuce
    This is not a title.
    Posted 14 years ago
     

    kill me

    #54755
    drewdog50
    Goatkeeper
    Posted 14 years ago
     

    definitely 256x256, it would be good for smaller town maps.

    #54762
    Kanye
    Hipster
    Posted 14 years ago
     

    ^ SMGs would rule on those servers. Urban fighting is messy like that.

    #54771
    JosephAllen129
    Imperial Guardsman
    Posted 14 years ago
     

    man that would be crowded :D

    #54772
    MegaDeuce
    This is not a title.
    Posted 14 years ago
     

    ^ Translates into: Lots of people to kill. >:3

    #54774
    JosephAllen129
    Imperial Guardsman
    Posted 14 years ago
     

    too big and it would take forever to download.

    #54782
    KomradeTyler
    Kosmonaut
    Posted 14 years ago
     

    i would like to make a really small cqc city map that is indestructible.

    #54785
    prodojojo
    Member
    Posted 14 years ago
     

    i'd love huge over 9000x9000 maps if AoS supported more players and continuous RPG style gameplay

    by current design 512x512 is well-rounded for most scenarios, but smaller 256x256 and even 128x128 maps could be good for arena style gameplay (e.g. pinpoint)

    #54787
    izzy
    Moderator
    Posted 14 years ago
     

    Well the 8000x8000 map would be 250 times larger than the standard map, so it'd take like half an hour to load (not to mention find anyone to shoot).

    #54832
    MegaDeuce
    This is not a title.
    Posted 14 years ago
     

    Why do people suggest retarded sizes. Do you know how freaking huge 9kx9k is?

    It's hard enough as it is to find people to kill on maps like Broville.

    Map size isn't the problem, its the design. If you put major points of interest in a small area, players will play in that area. You want a small town map? Make a town in the center of the map, players go anywhere other players are, and the first instinct (if I see a town on the map) is to go to it.

    Broville is a good example. In the map, there's only two alternatives to the town. A mountanous region where it's hard to shoot from, or water. So, 80% of players stay in the town.

    You want a map that seems huge? Make the whole map useful for fighting. If there's tons of mountains, or an extremely rocky, annoying area, then your map is effectively smaller that 512x512.

    #54844
    Illimvra
    Member
    Posted 14 years ago
     

    God, I'm still surprised you said 9kx9k You do understand 600x600 is already way larger than 512x512 right? the difference is a lot larger than you'd think, because you're dealing with squares and square units.

    A 10x10 map has 100 tiles in it.

    a 15x15 map has 225 tiles in it. That's more than twice as many tiles to walk in, and I only increased the map size by 5.

    512x512 map has: 262k tiles

    9000x9000 map has: 81 million tiles.

    EDIT: omfg, I'm still baffled by the fact someone suggested 9000x9000... omg, why is this bothering me so much

    #54852
    Illimvra
    Member
    Posted 14 years ago
     

    imgine a 2x2 u wood spawn and spray lol

    #54858
    +CRU+BOOM
    Member
    Posted 14 years ago
     

    @Illimvra

    You're making the assumption that the player limit will always be 32.

    If there were servers with a 128 or 256 limit, the larger map sizes would be nice to have.

    #54860
    outwrangle
    Member
    Posted 14 years ago
     

    Surprising how many people voted for 128X128.

    #54861
    Reverend Brown
    The Reverend
    Posted 14 years ago
     

    Also, vehicles might be included at some point. They could would make the current map seem alot smaller than it is now.

    #54866
    MegaDeuce
    This is not a title.
    Posted 14 years ago
     

    yah an
    MG on a jeep that would PWN

    #54870
    +CRU+BOOM
    Member
    Posted 14 years ago
     

    Outwrangle, do you know how shitlessly laggy AoS would be with 256 people? Stop trying to rationalize something that will inevitably be a terrible idea, with anther, possibly more terrible idea.

    #54886
    Illimvra
    Member
    Posted 14 years ago
     

    Dude, Outwrangle, stop. Your points are always invalid after your "OMG WE MAY AS WELL REMOVE GUNS CUZ COD HAS THEM" series of comments.

    #54887
    Illimvra
    Member
    Posted 14 years ago
     

    "over 9000x9000" was half a joke

    but still, huge maps could be fun on a mass scale, i'm talking 500+ players on a single server with role-playing features mixed in that players continue over multiple sessions

    a far cry from AoS as you know it, i'm just imagining possibilities

    #54890
    izzy
    Moderator
    Posted 14 years ago
     

    Dude, stop double posting.

    #54894
    Pvt Ryan
    Gold Member
    Posted 14 years ago
     

    Huge maps only if when it's near release with lots of stuff and vehicles. Along with a huge cap for players.

    #54895
    Bobbunny
    Teh One Bunneh
    Posted 14 years ago
     

    Ace of Spades - Voxlap
    Voxelstein 3D - Voxlap

    -WUTS DIS SAME ENGIN-

    AoS Map Size - 512 x 512 = 262144 voxels
    Voxelstein Map Size - 6120 x 6120 ~ 37455800 total voxels

    >Runs at 60 fps
    >Roughly half of 81 million

    Yeah, lag? What? That shit's not gonna happen.

    And character models in V3D use a shitload more voxels for more details. A SHITLOAD.

    64 players? Possible. 128? Fucking possible. 256? POSSIBLE.

    WHY DOESN'T ANYONE UNDERSTAND THE ENGINE

    #54920
    Spengbab
    Moron
    Posted 14 years ago
     

    Because, people appear to have connection problems just from a full 32 player server, already (I sure do).

    Imagine a rollback. The same engine doesn't mean anything, after all, Ben just said he showed the AoS source to a co-worker and received a 900 page book on how to program properly.

    Nothing runs 81/2 million frames per second, I so extremely highly doubt that.

    I haven't even seen anything have the option to run over 100 frames per second, hell, it's practically pointless, it's already pretty quick for the human eye at 100 fps, I too highly doubt it's half of 81 million.

    The only thing it would do is cause massive unnecessary overhead, hell, my comp doesn't even handle 60 fps I don't think, because the newest version of AoS makes my gun jitter around when I turn, rather than smoothly turning.

    Lag happens in AoS as it is, and my connection is fine. Just got a new router a few months ago.

    #55259
    Illimvra
    Member
    Posted 14 years ago
     

    smaller so the smg can be used better :)

    #55263
    TWiiSt3D
    Soul_SnipeZ
    Posted 14 years ago
     

    If I make Halo using the Xbox engine, that automatically means it'll have the same capabilities as Halo, right?

    I mean, it's obviously impossible for something to be not as efficient as something else, according to Spengbab :P

    also, I was looking at that wolfenstein voxel thing, its square units (i.e: the blocks that make up the map) are much much much smaller than the AoS blocks.

    Technically, an AoS map of 512x512 has more than 512^2 voxels, you also have to account for the fact that each block is much larger than one voxels (If I'm not mistaken an AoS square unit is either 32x32 or 16x16, which is bigger than Voxelsteins square units, because as I look at it, there's designs that appear to be only 1 voxel thick, the only thing on the AoS map that is not built by the AoS squares are the models, (which there aren't many of).

    There's the player(plus his body parts), the gun, the grenade, the bullet, the tent, the intel, the spade, the pickaxe, and the build block. THat's pretty much it.

    #55264
    Illimvra
    Member
    Posted 14 years ago
     

    If the AoS map squares are 32^3, then technically, an AoS map is 268 mill voxels(67 mill if the blocks are 16x16,not including height, because I don't really feel like height should really change)

    So yeah, AoS maps can get bigger, but not that much bigger, as I said before.

    and even yet, Spengbab, it would be retarded to have maps that huge, even with vehicles that would be retarded. IT takes about a minute to walk across flat ground on an AoS map of 512x512, imagine a map of 6000x6000, and imagine the vehicle, I doubt it would go much faster, so lets just say it moves across that map of 512x512 in 20 secs, well, imagine on a 6000x6000 map, it'll take about 4 mins, add mountains, the chance of the vehicle flipping, and the chance of being killed. You will never reach the other side of the map, period.

    But yes, please dream up more retarded figures, because obviously its adding fun to AoS gameplay.

    #55267
    Illimvra
    Member
    Posted 14 years ago
     

    i think they should have set maps some big like the default map others really small like a nuketown sized map

    #55268
    superdrew
    Griefer Hunter
    Posted 14 years ago
     

    Like I said, with a little map design creativity, maps can seem to be any size. If people actually took more advantage of the fact that AoS had height, you could easily make a map seem much larger than it is. For instance: A parking garrage map, all out warfare on all parts of the map would make for a map that seems to be much larger than it is. The way a map feels (in size) is based on the amount of time it takes to traverse it all. When I played Broville (I'm going to refernece it a lot because it, along with Ponyville, are the only two good references)

    People would btich about how the map was 'too small' etc... the only thing that made it seem small (prepare for restatement) was that most of the fighting went on inside of a small town, no bigger than 200x200 tiles wide., while there was a whole world around them. The only thing making it seem small was the fact that no one had full-scale battles in the mountains, or out in the ocean.

    #55270
    Illimvra
    Member
    Posted 14 years ago
     

    Spam much?

    #55332
    Sprouts
    Member
    Posted 14 years ago
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