Author Topic: Level Boundaries  (Read 3727 times)

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Offline Galagher

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Level Boundaries
« on: January 09, 2008, 01:52:53 PM »
Greetings! As we all know, Mechs are able to fly up into the air with jet packs. So how do you plan to set level boundaries?

Will there be very high mountains on the edge of every arena, so the player can't pass over it? Or will there be open sea like in Crysis? (Can Mechs swim or cross rivers etc, by the way?)

It is especially important for me to know, because I (as you might have heard) want to help you map out some MP maps. Also, I had the idea of mapping a level where players would find themselves on a meteor or something.. And if they climbed to far up on hills, the gravity would fade. Any ideas on how to acually (and realistically) set level boundaries for mechs?

Thank you for any comments!

Galagher
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Offline death_grin

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Re: Level Boundaries
« Reply #1 on: January 10, 2008, 01:25:15 PM »
Boundries are set very high in elevation to allow for fliers.  Perimeter (outer) boundries work the same way as BF2, if you go out then you will die after around 10 seconds.  In general we try to have natural terrain or rivers/water around the boundries so that players don't feel like they are artifically confined.  Where this is not possible (for example in a somewhat flat desert) then the boundry is visible on the minimap.  Boundries should not be along the very edge of the map as that the playing area should take up about half the available area of the map, leaving the outer areas so that more terrain surrounds the playing area giving the illusion that they are in a actual world and not just a square piece of terrain.

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Offline Galagher

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Re: Level Boundaries
« Reply #2 on: January 11, 2008, 01:18:51 AM »
Sounds great. Though I didnt like those stupid BF notices appearing and a voice calling you a traitor, just because you were a little out of bounds.. It just seemed unreal..

I liked the CoD concept of minefields around the map. Maybe some sort of lethal ionic disturbances, force fields or unstable ground would be nice to have surrounding the arena.

Also, I repeat my question: Can Mechs swim?
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Offline death_grin

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Re: Level Boundaries
« Reply #3 on: January 11, 2008, 04:08:50 AM »
no 'mechs cant swim, however they are air tight and can walk underwater :D

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Offline thezeus18

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Re: Level Boundaries
« Reply #4 on: January 11, 2008, 04:16:21 AM »
But if they're damaged even the teensiest bit, wouldn't they lose that ability?

Offline xKamikazex

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Re: Level Boundaries
« Reply #5 on: January 11, 2008, 06:23:41 PM »
But if they're damaged even the teensiest bit, wouldn't they lose that ability?

Only if they lose their leg(s) ;)

Offline Mrocz

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Re: Level Boundaries
« Reply #6 on: January 11, 2008, 07:19:29 PM »
And what about crashed windows? ;] It is nice to have oxygen in cockpit :)
We are clan Wolf, children of Kerensky... We carry an honour of his name on our shoulders as a fathers giving forward. The remembrance speaks to us of the evil in man's will, of the reason of exodus and rights of the traveller... Arcadia is our destiny and our right! By the blood names of the founders we must return... Return and protect that which is unique among the stars. Terra awaits us as it was written. We are the last of the Wardens. The soul hope for the Earth...

Offline death_grin

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Re: Level Boundaries
« Reply #7 on: January 11, 2008, 07:44:42 PM »
well then the question is if we will have crushed cockpits?  As cool as it would be it might not be a good gameplay choice because it would be a prime target and everyone would just aim for the cockpit "glass."  And that is lame so we don't want that sort of thing to happen.

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Offline Insanity

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Re: Level Boundaries
« Reply #8 on: January 12, 2008, 12:44:04 AM »
well then the question is if we will have crushed cockpits?  As cool as it would be it might not be a good gameplay choice because it would be a prime target and everyone would just aim for the cockpit "glass."  And that is lame so we don't want that sort of thing to happen.

No headshots?

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Offline Mrocz

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Re: Level Boundaries
« Reply #9 on: January 12, 2008, 12:52:13 AM »
well then the question is if we will have crushed cockpits?  As cool as it would be it might not be a good gameplay choice because it would be a prime target and everyone would just aim for the cockpit "glass."  And that is lame so we don't want that sort of thing to happen.

Definetly agree... But how about including just nice effect of scraches on glass? Emmm... Ok maybe it is not needed detail ;D
We are clan Wolf, children of Kerensky... We carry an honour of his name on our shoulders as a fathers giving forward. The remembrance speaks to us of the evil in man's will, of the reason of exodus and rights of the traveller... Arcadia is our destiny and our right! By the blood names of the founders we must return... Return and protect that which is unique among the stars. Terra awaits us as it was written. We are the last of the Wardens. The soul hope for the Earth...

Offline Galagher

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Re: Level Boundaries
« Reply #10 on: January 12, 2008, 02:11:50 PM »
Yeah I agree that the glass should be some kind of advanced safety glass.. But still, gunshot decals on safety glass are a definite must-have  8)

So I take it that water will be no obstacle for mechs and there can be underwater-battles like in Aquanox? :D

And how about the minefield idea? Or maybe mech-scroching enery fields?
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Offline Dark Riot

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Re: Level Boundaries
« Reply #11 on: January 12, 2008, 09:17:14 PM »
Heh.. The talk about the Ferro Glass for the cockpit is reminding me of the stupidity of one of the Matrix movies.. Little mini walkers with open cockpits.

Such stupid design.  A stray bullet could kill the pilot. Put a little curved sheet of glass and a bullet won't kill the person. Was only open for dramatics.

Offline WormSlayer

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Re: Level Boundaries
« Reply #12 on: January 12, 2008, 10:42:05 PM »
Have to agree, the mech design for the matrix movies was *utterly* retarded! - Not even a bit of wire mesh around the pilot!?%$

But to get back on topic, you can expect most levels to use either "you are leaving the mission area" zones and/or physical boundries (mountains, rivers, etc.) around the play area..

Cryengine's gravity volumes do have a parameter for falloff, so in theory you could make asteroid levels like you described, and I have been playing with some concepts, but in practise gravity seems to be a bit buggy if you want anything other than earth-normal or zero-g...
« Last Edit: January 12, 2008, 10:53:31 PM by WormSlayer »

Offline death_grin

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Re: Level Boundaries
« Reply #13 on: January 12, 2008, 11:08:07 PM »
the idea right now is that our cockpit glass will bullet impacts and scratches made when someone shoots it just like any other material.  For example of you shoot a concrete wall you can shoot little chunks off the surface.  However these are decal-like effects and don't stay forever because as you can imagine each single round would create one of these decals- thats alot of decals after only a few minutes- so the amount has to be balanced by the lifetime of the decal.  This is how most if not all games do it.  We have also considered the possability of there being a certain chance that a round may penetrate a cockpit all together and richochette inside,

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Offline Mrocz

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Re: Level Boundaries
« Reply #14 on: January 13, 2008, 12:29:42 AM »
Hmm... Or maybe a weapon for troops which will be very expensive and can penetrate battlemechs windows? Some kind of a Anti Material Sniper Rifle like Barett but more technology advanced? I think that there should be a posibility to take down a pilot but it must be very hard to do and very limited ( like only one weapon can do this... ) What do you think...

BTW: Yay offtopic started o_O
We are clan Wolf, children of Kerensky... We carry an honour of his name on our shoulders as a fathers giving forward. The remembrance speaks to us of the evil in man's will, of the reason of exodus and rights of the traveller... Arcadia is our destiny and our right! By the blood names of the founders we must return... Return and protect that which is unique among the stars. Terra awaits us as it was written. We are the last of the Wardens. The soul hope for the Earth...