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An Idea for a New Map for World of Warships

In a World of Warships map, the game map itself is divided into a 10 x 10 grid, with the columns being labelled 1 through 10 and the rows being labelled A through J.

Now imagine sub-dividing this grid into four equal Sections:

Section A will be from columns 1-5 and rows A through E,
Section B will be from columns 6-10 and rows A through E,
Section C will be from columns 1-5 and rows F through J,
Section D will be from columns 6-10 and rows F through J.

Now give each Section have a unique architecture/filling.  For example:

Section A might have the circular islands group seen in one the west side of "Sleeping Giant."
Section B might have the "starburst" formation seen in the center of the map "Shatter."
Section C might have an "X" shaped configuration of islands, as somewhat seen in the center of the map "Estuary."
Finally Section D might have a "+" shaped configuration of islands, as somewhat seen in the map "Ice Islands."

So a game might have a "typical" setup (as defined by this thread introduction above) where Section A is in the top left of the map grid, Section B is in the 
top right, Section C is in the bottom left, and Section D is in the bottom right.

So, in this case, the four Sections would appear in setup A-B-C-D in the game.

Now imagine programming the map creation algorithm so that it randomly scrambles the set up order of these Sections for every game!  

So it might be A-B-C-D, or it might be A-C-B-D, or it might be D-C-B-A, or B-D-C-A, or....

There would be 24 permutations that could be randomly presented.  So instead of designing ONE new map, you'd actually be creating 24 variant maps!

I'm not sure if this would actually work or not; of course it would require a lot of playtesting.  (Note: it would probably work best as a map created for Tier 5 games and lower; don't know exactly why, just a feeling.)

But hey, it's an idea!

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Hey, that would require high level of technology to generate random map with balance terrain and ressources! Not sure the game can handle it! 
 

I mean, its not like some old rts Game from 22 years ago was able to do it...

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7 hours ago, Zoot21 said:

An Idea for a New Map for World of Warships

In a World of Warships map, the game map itself is divided into a 10 x 10 grid, with the columns being labelled 1 through 10 and the rows being labelled A through J.

Now imagine sub-dividing this grid into four equal Sections:

Section A will be from columns 1-5 and rows A through E,
Section B will be from columns 6-10 and rows A through E,
Section C will be from columns 1-5 and rows F through J,
Section D will be from columns 6-10 and rows F through J.

Now give each Section have a unique architecture/filling.  For example:

Section A might have the circular islands group seen in one the west side of "Sleeping Giant."
Section B might have the "starburst" formation seen in the center of the map "Shatter."
Section C might have an "X" shaped configuration of islands, as somewhat seen in the center of the map "Estuary."
Finally Section D might have a "+" shaped configuration of islands, as somewhat seen in the map "Ice Islands."

So a game might have a "typical" setup (as defined by this thread introduction above) where Section A is in the top left of the map grid, Section B is in the 
top right, Section C is in the bottom left, and Section D is in the bottom right.

So, in this case, the four Sections would appear in setup A-B-C-D in the game.

Now imagine programming the map creation algorithm so that it randomly scrambles the set up order of these Sections for every game!  

So it might be A-B-C-D, or it might be A-C-B-D, or it might be D-C-B-A, or B-D-C-A, or....

There would be 24 permutations that could be randomly presented.  So instead of designing ONE new map, you'd actually be creating 24 variant maps!

I'm not sure if this would actually work or not; of course it would require a lot of playtesting.  (Note: it would probably work best as a map created for Tier 5 games and lower; don't know exactly why, just a feeling.)

But hey, it's an idea!

Not having them symmetrical would give advantages to teams depending on spawn points...having 2 on each map kitty corner to each other would keep it balanced though...

although some ships would be spawning in odd locations trapped behind islands & such (might be a bit of complaining from some folks if it happened to them repeatedly).

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4 hours ago, IfYouSeeKhaos said:

Not having them symmetrical would give advantages to teams depending on spawn points...having 2 on each map kitty corner to each other would keep it balanced though...

although some ships would be spawning in odd locations trapped behind islands & such (might be a bit of complaining from some folks if it happened to them repeatedly).

Right, so having them relatively symmetrical would eliminate/mitigate this.  

As for happening repeatedly, since the map generation changes each game instance it would happen less often than it does presently for most tiers/maps (looking at _you_ Polar and Islands).

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7 hours ago, Zoot21 said:

Right, so having them relatively symmetrical would eliminate/mitigate this.  (Terrain advantages at the start...yes it would because each team would have the same terrain to deal with/take advantage of).

As for happening repeatedly, since the map generation changes each game instance it would happen less often than it does presently for most tiers/maps (looking at _you_ Polar and Islands).

Just thinking in terms of those island compositions you were using as examples (say the ring from Sleeping Giant).

Those are usually on the 5 line in the middle of the map...in your scenario they would be moved to the 2.5 &/or 7.5 lines...right where ships spawn...ships would need to spawn in the middle of that ring of islands based on present standard spawn locations (nice for a CV but a trip to get into the action for any other ship).

Like the concept but standard spawn points would need to be altered to accommodate for that.

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2 hours ago, IfYouSeeKhaos said:

Like the concept but standard spawn points would need to be altered to accommodate for that.

So be it.

Since there would be additional programming needed to randomize the initial setup, just tack that on the "to do" programming list.

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