Map Size

Team Assault is a 3D turn based tactical game where players fight in close combat action at a squad level.

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Xerkis
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Map Size

Post by Xerkis »

Is there a limit to the size of the map? Both technically and practically.
Example: in Panzer Corps you can technically have a map as big as you want, but it has been said that the AI get’s a bit lost on what to do around 100x100 or bigger.

Also, the scenarios that will come with the game, are they about the same size (bigger / smaller) as the one in the AAR from Salerno countryside Lillarpy vs Siege 2011_05_06?
tessm
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Post by tessm »

Hello Xerkis!

There are 3 different sizes of maps, small, medium and large. The map you are referring to is a medium map. Medium maps are twice as large as small maps, and large maps are twice as large as medium maps if i remember correctly. The map sizes are predefined by us. There is no restriction technically but we have never felt we needed any bigger maps.
Xerkis
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Post by Xerkis »

tessm wrote:There is no restriction technically but we have never felt we needed any bigger maps.
Thanks for the reply.
After going through the AAR, I wouldn't imagine that you would need a map bigger than twice the size of that one. I would think it would start to become a bit unmanageable.
teamgene
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Post by teamgene »

Since this is talking maps, I will ask this here.... Any plans for house to house combat?
nomet
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Post by nomet »

There was allot of plans for it. Even some weeks of development time. But it will not make it for the first release as it became to hard to solve with the line of sight and penetration system. We want to stay true to the direct line of sight system. Our system right now uses what we call "real LOS" that means that every solder has his own field of view. One soldier in a squad that stands on a hill can see over and fire at targets behind a wall that his friends cant see. This system is something that we really like but it created much problems with house design in general.
Xerkis
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Post by Xerkis »

nomet wrote:There was allot of plans for it. Even some weeks of development time. But it will not make it for the first release as it became to hard to solve with the line of sight and penetration system. We want to stay true to the direct line of sight system. Our system right now uses what we call "real LOS" that means that every solder has his own field of view. One soldier in a squad that stands on a hill can see over and fire at targets behind a wall that his friends cant see. This system is something that we really like but it created much problems with house design in general.
And the LOS is an amazing thing.

It might be over looked by many players though. But when you realize what is involved in that and the depth and realism it gives the game is awesome.
8)
teamgene
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Post by teamgene »

nomet wrote:There was allot of plans for it. Even some weeks of development time. But it will not make it for the first release as it became to hard to solve with the line of sight and penetration system. We want to stay true to the direct line of sight system. Our system right now uses what we call "real LOS" that means that every solder has his own field of view. One soldier in a squad that stands on a hill can see over and fire at targets behind a wall that his friends cant see. This system is something that we really like but it created much problems with house design in general.
Ok that explains it. I know its a royal pain in board games.
nomet
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Post by nomet »

Yes and we developed this as a board game from the beginning.
Xerkis
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Post by Xerkis »

nomet wrote:Yes and we developed this as a board game from the beginning.
Geez, maybe I need to go back to some board games. The last ones I played were Panzer General, Axis and Allies, and Gettysburg.
I don’t remember them being anything close to something like this
:lol:
Laxen
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Post by Laxen »

Ahhh. Axis and Allies. Good times.
Rasmus Davidsson
Lead Designer at ZEAL Game Studio
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