In fact, I want to say right away that I am Russian and I have problems with the English language, so I translate almost everything into Google translator because of this, maybe something is not clear.
It would be very interesting to see big maps in the new Unturned, just in Unturned 3.0 it would always be small, it would be much better if in Unturned 4.0 they would make huge maps like for example in Rust, The forest, PUBG, DayZ and so on and I think that the players had it would be nice to study, explore the map and 100 players would fit in there, of course in this and not everyone will be able to play their minus due to optimization, but to be honest I don’t remember but Nelson kind of talked about this problem.
The scale of the game’s geographics should be much bigger than in Unturned, so it should be expected that the game’s map (Environment, and locations like cities) would be much larger.
I’m unsure if it would mean the game’s first main map would be very large. Probably state size, but in a way that more locations would be present compared the maps in 3.0 where only a portion of the referenced location is featured.
Regarding optimization I think it should be relatively okay as long as the dev designed the game in a way that not everything is rendered (Or something, not an expert). The only thing that may be affected is the time to load the map.
I don’t know the sizes of the maps in unturned so I’ll say for example a Russia map 5x5 kilometers, should I expect a map of 20x20 kilometers or more? (Maybe 20x20 kilometers for a map is a lot, but I can’t figure it out and I don’t understand how big the map is)
I’m interested in having at least a 15 x 15 km map for one of my projects but would be interested to go a little higher. 60 x 60 km would be interesting too if it was supported in vanilla but would probably take a very long time to work with.
The root of Unturned’s bad optimization is mostly because of the code. Unturned in theory, with its simplistic art-style, should render miles ahead than it does, but because of sloppy code running all the time it doesn’t. Not that bad models help the speed.
Because of the spaghetti that has to be run every frame, Unturned mappers including Nelson have to make sacrifices and workarounds to make visuals that would otherwise run perfectly in another game.
The game uses Unity’s occlusion system which stops rendering things that are out of view of the camera. Unity despite getting a bad rap has very polished systems like its occlusion which makes it very easy to make high fidelity visuals with little cost.
…and I think you’re underestimating the size of a US state.
Texas is larger than France but has less people
bigger =/= better I think that should be kept in mind.
That’s why I’ve been gathering any numbers I can. Map would be more of a rectangle in shape like Firing Range though. Travel times are the biggest concern so I was considering the viability of a few high-speed transport networks (either just very fast or “fast travel” as in teleportation). I’ll share some of the numbers I’ve came up with if you’re interested or want to compare them to anything you got on your own.
Looked back at the numbers again. I apparently didn’t mark exactly what dimensions I mentioned last but I put down a 1:80 scale or 36-40 minutes to walk along the edge of whatever the map size was.
UII character moves at a top speed of 24 kilometers per hour (32 in 3.0).
Speaking about state size there is something that always annoyed me in planes and that is the invisible roof.Why not make a system of max altitude by vehicule where the véhicule would not be able to go higher than it’s max altitude and if it tried to well it doesn’t go up.And to balance it have an altitude from where you start to have an oxygen lack and need special gear to survive, to balance jets for example.
Ah yes, let’s think of the largest possible state anywhere and use it as a benchmark for state size.
/s
I do mean state size in a way that the map would be filled with typical landscape features and locations like multiple minor/major towns, a few cities, and some other locations while there is room for exploration. Like Washington and Russia in 3.0 combined, but much larger.
With UII I may have a much better ability to recreate that area I wanted to do for a MapJam event now that I’m thinking about size. Wasn’t too large by itself but the layout was in some ways much denser than anything else for 3.0 would ever be.
Nelson: Time to replace Pineridge with Chernarus in it’s entirety.
I don’t think you should be making claims on behalf of the game when it’s so early in development and when you don’t really know what you’re saying.
I never claimed anything? Nor am I speaking for SDG (And neither are you), I’m only assuming the potential of the game in accordance to the size of buildings shown in the devlogs/test build. I am free to speak my mind on what I like to see in the game.
I did say that I’m not very familiar with how exactly the game would perform (Which you answered)
In 3.0 there is only “small” “medium” and “large”.
In UII, maps should be whatever size you want (up to a point). So you could make it whatever dimensions you wanted within a maximum size, so there wouldn’t only be 3 options of sizes, when you are making/importing maps yourself.
Yes, it was a shame to figure out that all the cities in washington are not as small as they are in real life
“What do you mean seattle is bigger than three street blocks?!?”
ok but really a state sized almost 1:1 map would really cool.
I just hope that nelson implements a proper way to load it all instead of just loading it all at once
Maybe a kind of minecraft way of loading? like the map is partially loaded and while you explore the map the areas you visit get loaded(of course an exception could be made for small not very crowded maps because a PC can easily load them fully.)
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