But of course I need to warn you that some people here really, really dont like that method, even if it work, its look better, and its faster to make map. So dont expect too much "love" if you would use it.Only downside to that technique is that you're creating assets that aren't usable pretty much anywhere else. If every map was made like this, we might have a flow of original textures but nobody would benefit from it.
But of course I need to warn you that some people here really, really dont like that method, even if it work, its look better, and its faster to make map. So dont expect too much "love" if you would use it.Only downside to that technique is that you're creating assets that aren't usable pretty much anywhere else. If every map was made like this, we might have a flow of original textures but nobody would benefit from it.
Your method also requires a unique texture for each map. Right now there's only ~40mb worth of textures which are shared between 97 maps. With unique texture per map, 97 maps would need ~680mb worth of textures alone (at best), not counting any of the sceneries. If other mappers used the same method, your Soldat install would quickly bloat up to a few gigabytes from the custom maps you download.Some maps have really similar style, using the same texture but with different order and part usage, and taking in to the account that some maps are really small and symmetrical size would take from (maybe) 450-500, especially when most of sceneries that take half of space for every map are used repeatedly on different maps.
Not to mention that even now my soldat folder taking almost 2gb :]
And as I said, you cant keep that 4k HD in game that would weight 100MB. HDD space is nothing today, most of simple mobile games take from 200-500MB, and we talk here about PC action game that aim to 4k and other 2D games also had to adapt to bigger size, its nothing new or bad.
Only downside to that technique is that you're creating assets that aren't usable pretty much anywhere else.
(...)but nobody would benefit from it.
But beside all that, I actually have no idea why this discussion even exist because as I said lots of time:
A. Those maps are not made to be default in any way
B. This method is not perfect, and even if you could adapt it to full 4k its still not that great.
C. Those maps are not polished at all just like they not optimized, if you would making map to be default it would be made in different way ant they would just look different.
No benefits? You talking about players that would have benefits of having better looking maps(not that style like this because this is just what I like on them)I'm not talking about the quality of your maps or the unrealistic standard of quality that your technique puts on maps, I'm talking about the management of assets and resources. I meant it gives little benefit to the textures library as an asset which other mappers could use. They're not impossible to use, but very unintuitive to a beginner mapper and I think if you have skills to use them efficiently you might be better off making your own texture bundle instead. This is not a skill every mapper has however. I work on a lot of open source games, so the re-usability of assets is just a personal preference of mine. As it so happens, this is a community driven game with very open assets which gives possibility of modding and mapping, so I think that's important. This is not a real problem in Soldat, because it's almost two decades old game and it already has a vast variety of texture assets, but this does not change the fact that assets that are limited in usage are practically litter and take up more HDD space than it's worth.
Or people who make maps, that they would need to just use graphic program to create map and then move it to PW. Compared to any other game where you need to use multiple apps and tools using two programs is not that complicated.
HDD space is nothing today, most of simple mobile games take from 200-500MB, and we talk here about PC action game that aim to 4k and other 2D games also had to adapt to bigger size, its nothing new or bad.Mobile games are for the most part not community driven games and whatever assets they have are meant to be enjoyed the way they are initially presented. Everything changes however if you implement a level editor to your mobile game, you just have to have re-usability in assets or else you put incredibly high standards for mapping skills.
But beside all that, I actually have no idea why this discussion even exist because as I said lots of time:Irrelevant. The fact is your technique exists and so does it's pros and cons.
A. Those maps are not made to be default in any way
B. This method is not perfect, and even if you could adapt it to full 4k its still not that great.
C. Those maps are not polished at all just like they not optimized, if you would making map to be default it would be made in different way ant they would just look different.