Why are maps in story random, and set in endgame?
never got this. the areas in the story are random, different each time, with some pretty well tuned randomization. meanwhile, maps are the same every time. why? why is the content you will rerun over and over the same every time, while the what you usually only see once a league is varied?
truly feel this should be the other way around. or at least both random. Last bumped on Apr 13, 2023, 11:56:20 PM
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areas in story are random everytime? hm not sure I know what you mean.
-Official Forum Dweller- -I started the hoho movement- -Exploit Early - Exploit Often- -Moderators are absurd and OP- -Heist Enjoyer- Last edited by xPiranha#4678 on Apr 13, 2023, 8:09:59 PM
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I know what he means but I think he is mistaken. The areas in the campaign and each map after you beat the campaign are random based on a certain tileset.
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maps are always identical
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" are you trolling or just new? (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س
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Yea maps are randomized
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Yeah you're going to have to convay your point better.
Both the maps during the campaign and in the atlas spawn with a particular set of rules depending on the map. In the case of the campaign, particular elements are always true. For example, in the Oriath square the Ossary is always in the top left corner, the courts in the top right, the control blocks the bottom left, and the Matriach and her fountain are roughly center, and there's always a river cutting off the top 3rd, with several bridges. These limiters give it a fairly predictable spawning pattern, and in most zones, you can figure out pretty quick how to get through it once you know where the forced connetion points are (though a few zones have 2 or 3 possible points that can foil perfect prediction). In the atlas, each map type has particular ways they spawn, but are fully random within those limits. Some always spawn in a circle shape for example, which make them predictable. Some are pretty big open spaces, and most place the boss arena far from the entry way as is viable, or at least, a mimimum distance to at least force the player to do some hunting. No map is every 100% random, for a lot of reason, technical being one, and gameplay being a big factor, as fully random maps would easily brick due to pathing errors, or spawn the boss right at the gate, place all of the monsters within a single screen size, overlap events, or the like (heck they can do that sometimes even with some protections there). Otherwise maps have features designed into them that can give them a semi-consistant look or feel, one I recall (though forget the name of) is a ruined temple (temple of sin tileset) that has a portal half way that goes into a beast like living zone similar to the pre-boss areas of the depravid trinity. TL:DR; maps are random within the confines of procedural generation, you don't actually want them to be fully random. |
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only variation i ever noticed was rotating the map, but i guess i was wrong.
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" Nah, there are some maps that are 99% identical, like Channel or Racecource. You also have some that are 97% identical, like City Square, Mesa and so on. There is WAY more procedural generation going on in the acts, that's for sure. Bring me some coffee and I'll bring you a smile.
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