Crytek wants level design from real-world map data
Crysis developer wants to use mapping data to make level design more straightforward.
Crytek wants level design from real-world map data
Crysis developer wants to use mapping data to make level design more straightforward.
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Eh I don't like this move. I preferred the world of Just Cause 2 to GTA 5. Realism and authenticity doesn't do it for me. If I wanted outside I'd go outside.
The plan here is to take the map data (streets in particular) and have the software fill in building, trees etc. They are not copying the looks of say Paris (though they could if they skip the procedural part & go manual).
Think back to Diablo 2...much of what you saw there was also procedurally generated (at run time even if memory serves).
Here's where I have a problem with this. Realism < fun level design. Especially in FPS games, good level design is very important. It helps nobody if you've got giant maps true to real life when they're no fun playing on. Level design is about more than just realism.
I would rather have smaller, but well thought out levels than giant levels that were mostly designed using some procedural generation process.
Big maps matter...esp if you're going for open world.
e.g. Look at GTA5 & Skyrim etc
Besides, realism & fun isn't exactly mutually exclusive...esp since actual level designers will still polish its...its just intended to give them a start to work with & thus cut down the work.
i prefer realistic designs eg. the pripyat stage in cod 4 was pretty accurate and fun and racing games like the pgr and gt and forza games uses real world sub accurate gps data to create close to 1.1 versions of the tracks and cities, its so accurate some racing drivers uses the games to practice