If replayability was the goal there are much better ways of achieving this while still using hand crafted maps - have different difficulty levels for each campaign scenario that make significant changes to the scenario. Obviously there is a savings in development time, but how does it benefit the consumer? Perhaps for replayability but AoW3 already had tons of content, as my gameplay time will attest to. I would like to know the developers take on why they are using random maps. For a randomly generated map, after a while they all blend together. After completing a campaign scenario on a very well designed hand crafted map I can easily remember many interesting features of the map. But for games like Planetfall, where a scenario can take hours to complete, it leads to monotonous gameplay over maps that seem very similar. they are used in various decisions involving randoms or not. These number's are used to determine randoms while generating the map i. As I tried to explain, the random seed is the base number of a sequence of pseudo-randoms number created by the random number generator of game. I've been playing this type of strategy game for decades and for me, random maps are always greatly inferior to hand crafted maps.I don't mind random maps for a game that has scenarios that only take a few minutes to play. posted 12-30-03 04:16 AM EDT (US) 12 / 14. Is this true and does it apply to all the maps in a campaign or just some of them. I really enjoyed AoW3 and I was planning to pre-order Planetfall until I read something about the campaigns only using random maps.
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