GRIN_Wolfsong Posted January 28, 2008 Share Posted January 28, 2008 I was wondering how big players think the maps actually are in GRAW2. I have the numbers within 10 meter of how larger the landscapes playable area are for most levels so I think it would be interesting to check how that translates when actually playing the game. The sizes are of the landscapes rotated to fit inside a rectangle as good as possible, and not diagonal, to get the most accurate length and width of the maps. Quote Link to comment Share on other sites More sharing options...
Cangaroo.TNT Posted January 28, 2008 Share Posted January 28, 2008 Without cheating (by checking) I'd say in the neighborhood of 450M of playable terrain. Some maps with natural obstructions in the middle (I think The Cut is one) can be significantly larger, as the maximum line of sight is short. I wonder if there is a way to check the actionable area, that is, the area in which you can engage & be engaged. Quote Link to comment Share on other sites More sharing options...
Nutlink Posted January 28, 2008 Share Posted January 28, 2008 I'd say between 300 and 400m on average. Quote Link to comment Share on other sites More sharing options...
GRIN_Wolfsong Posted January 28, 2008 Author Share Posted January 28, 2008 I'm measured the walkable area, basically. Quote Link to comment Share on other sites More sharing options...
Cangaroo.TNT Posted January 28, 2008 Share Posted January 28, 2008 That's what I mean by "playable terrain." The maps are obviously bigger than the area one can actually traverse. Quote Link to comment Share on other sites More sharing options...
GRIN_Wolfsong Posted January 28, 2008 Author Share Posted January 28, 2008 That's what I mean by "playable terrain." The maps are obviously bigger than the area one can actually traverse. Yes, a lot bigger. Quote Link to comment Share on other sites More sharing options...
GRIN_Wolfsong Posted January 28, 2008 Author Share Posted January 28, 2008 Ok. Lets take the MP maps first. Rank the maps by approximate size. Calavera Timber Nowhere Fort Crashsite Lagoon Arroyo The Cut Quote Link to comment Share on other sites More sharing options...
sui317 Posted January 28, 2008 Share Posted January 28, 2008 euhmm.... i got one i could measure partially, the damn, that one is huge,.... first part is like 250 - 300 meters long, then you get the corner up to the dam itself which would be.... between 300 and 500 meters long the damn is about 200-250 meters long and then the last part would be kinda like 200 - 250 meters long. then take the general width, which would be between 50 and 150 meters. and the tunnel complex... dont forget that one... so it is a lot.... i thought of using draw distance as my guide to measure... so i could be off and i have not played in a while... mp maps... timber would be around 600-600 mp players try and go out and measure with the dreaded m99... i'm probably way off Quote Link to comment Share on other sites More sharing options...
Cangaroo.TNT Posted January 28, 2008 Share Posted January 28, 2008 Anyone got SS's? I can't remember them LOL Quote Link to comment Share on other sites More sharing options...
GRIN_Wolfsong Posted January 30, 2008 Author Share Posted January 30, 2008 Not many takers here so I'll simple post the map sizes. Timber 320x390 The Cut 300x310 Crashsite 280x290 Lagoon 170x410 Calavera 190x330 Nowhere 200x240 Fort 150x230 Arroyo 100x220 Ageia Island 140x430 Training Ground 130x170 Mission01 240x260 Mission02 370x280 Mission03 450x300 Mission04 300x380 Mission05 380x220 Mission06 330x310 Mission07 310x290 Mission08 230x290 Mission09 800x470 (including bunker, almost half this area is non playable) Mission10 470x310 (including bunker, a little more then half is playable) So from that you've all learned that the maps are in general smaller then you think. Quote Link to comment Share on other sites More sharing options...
Invisible Posted January 30, 2008 Share Posted January 30, 2008 best for coop is to be over 300 to 400. Open maps,to have distance from one object to other. For multiplayer is different,i think the mapsize is good,they have variety but not enough maps Quote Link to comment Share on other sites More sharing options...
GRIN_Wolfsong Posted January 30, 2008 Author Share Posted January 30, 2008 best for coop is to be over 300 to 400. Open maps,to have distance from one object to other. For multiplayer is different,i think the mapsize is good,they have variety but not enough maps I don't think Coop needs much more open maps then MP. It's all about the way people want to play. Those who want to snipe much want more open maps then those who like to run between covers as a team. Oh, and the map I'm building is about 400x340. Quote Link to comment Share on other sites More sharing options...
NoQuarter Posted January 31, 2008 Share Posted January 31, 2008 So from that you've all learned that...considering the relatively small footprint of the levels, GRIN still managed to channel the gameplay to the extreme? Quote Link to comment Share on other sites More sharing options...
OGC_Daxt Posted January 31, 2008 Share Posted January 31, 2008 best for coop is to be over 300 to 400. Open maps,to have distance from one object to other. For multiplayer is different,i think the mapsize is good,they have variety but not enough maps I don't think Coop needs much more open maps then MP. It's all about the way people want to play. Those who want to snipe much want more open maps then those who like to run between covers as a team. Oh, and the map I'm building is about 400x340. I like the sound of that map size. Daxt http://www.OldGhostClan.com Quote Link to comment Share on other sites More sharing options...
JJUK Posted January 31, 2008 Share Posted January 31, 2008 Not many takers here so I'll simple post the map sizes. Timber 320x390 The Cut 300x310 Crashsite 280x290 Lagoon 170x410 Calavera 190x330 Nowhere 200x240 Fort 150x230 Arroyo 100x220 Ageia Island 140x430 Training Ground 130x170 Mission01 240x260 Mission02 370x280 Mission03 450x300 Mission04 300x380 Mission05 380x220 Mission06 330x310 Mission07 310x290 Mission08 230x290 Mission09 800x470 (including bunker, almost half this area is non playable) Mission10 470x310 (including bunker, a little more then half is playable) So from that you've all learned that the maps are in general smaller then you think. lol mate most of us are complete noobs at this kind of stuff but it is nice to know, i just run around them well creep i mean well how long does it take you to make a map Wolf ?? Quote Link to comment Share on other sites More sharing options...
GRIN_Wolfsong Posted January 31, 2008 Author Share Posted January 31, 2008 well how long does it take you to make a map Wolf ?? Quite long. As I put it aside all the time to do other small mods, as you may notice. Quote Link to comment Share on other sites More sharing options...
Tinker Posted February 6, 2008 Share Posted February 6, 2008 Have you tried any of these with full draw distance, or at least 200M? Quote Link to comment Share on other sites More sharing options...
GRIN_Wolfsong Posted February 6, 2008 Author Share Posted February 6, 2008 The MP maps? Not with other players. But I'll include the little draw distance fix in my alpha test of the MP kits. 200m doesn't change much though. I've gone for 300m, which is double the current value on everything. Quote Link to comment Share on other sites More sharing options...
Tinker Posted February 6, 2008 Share Posted February 6, 2008 I`m guessing your saying this is not for co-op side? Would be nice to try it out at least. Quote Link to comment Share on other sites More sharing options...
GRIN_Wolfsong Posted February 6, 2008 Author Share Posted February 6, 2008 It's for every game mode. Including SP, although I've not adjusted the AI so they won't react until the player is 150m from them. Quote Link to comment Share on other sites More sharing options...
Invisible Posted February 6, 2008 Share Posted February 6, 2008 multiplayer is the priority for me,as the sp the ai is worse then ever for me,and at coop they cheat ( They don't flank ,they don't react correctly at single player and at coop you get shot from far far away,from another galaxy perhaps ) Quote Link to comment Share on other sites More sharing options...
Tinker Posted February 6, 2008 Share Posted February 6, 2008 coop you get shot from far far away,from another galaxy perhaps You get shot from 150M. With the draw distance altered, you will see 200M or more, but the AI will still only see 150M. Will have to see how it goes. Quote Link to comment Share on other sites More sharing options...
NoQuarter Posted February 10, 2008 Share Posted February 10, 2008 It's for every game mode. Including SP, although I've not adjusted the AI so they won't react until the player is 150m from them.This sounds promising for the Ghosts but quite a handicap for the Banditos...can't you make a global edit of the detection range values for the OpFor, to level it up a bit? Wish you good luck with this! Quote Link to comment Share on other sites More sharing options...
GRIN_Wolfsong Posted February 10, 2008 Author Share Posted February 10, 2008 can't you make a global edit of the detection range values for the OpFor, to level it up a bit? Wish you good luck with this! I think there may be variables for this. They are adjusted on M07 to lover the detection range. So I just have to find where their defaults are set I guess. Quote Link to comment Share on other sites More sharing options...
GRIN_Wolfsong Posted February 10, 2008 Author Share Posted February 10, 2008 Found it. The variables that can be adjusted (by any modder) are: - Auto detect range (in cm) - Seeing radius (in cm and with 4 stages) - Seeing cone angle (in degrees, 1 setting for stage 1 and 1 for stages 2-4) - Hearing radius (in cm and with 4 stages) All these are also available for separate settings for the Ghosts, which in the original game are set to be the exact same. EDIT: How do they work? Well... basically the 4 stages work like this (with some special cases and such which I 'm not really sure how to explain yet): Everything is overridden if the AI already knows where the target is and their memory time has yet not expired (det_memory_see or det_memory_hear depending on situation). So then it's all a game of run and hide to try and get away again. SEEING - STAGE1: Detects target if seen inside set range and cone, no matter which mode they are using. - STAGE2: Detects target if seen inside set range and cone, if in assault mode or if in recon mode and has a stance higher then prone. - STAGE3: Detects target if seen inside set range and cone, if in assault mode and with a stance higher then prone or if in recon mode and with a stance higher then crouch. - STAGE4: Detects target if seen inside set range and cone, if in assault mode and with a stance higher then crouch. HEARING - STAGE1: Detects target if noise made within range and noise is player moving in assault mode, in the open or behind cover, or player running in either mode, in the open or behind cover, or weapon fired. - STAGE2: Detects target if noise made within range and noise is player moving in assault mode in the open, or if weapon fired in the open, or unsilenced weapon fired behind cover. - STAGE3: Detects target if noise made within range and noise is unsilenced weapon fired in the open or behind cover. - STAGE4: Detects target if noise made within range and noise is unsilenced weapon fired in the open. So by looking at these, the correct stance and mode does affect the AI significantly. EDIT2: Then there is also the det_shot_timer that says how long the sound stays and is in the risk of getting into the detection range for a moving enemy, and explosion_alert_range for at how long range the AI will detect detonations. Quote Link to comment Share on other sites More sharing options...
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