Feedback on a game map

The peninsula of Port City (especially the tip where the forest is) reminds me of Final Fantasy a lot for some reason.

I notice the island in between Port City and City 2 doesn’t have a label. Is it going to be used for anything? Also, the road from Northern Hills/Sawmill to Elf City seems pretty desolate up in the unforested area. Might be nice to add a small inn or something along the way.

Good input. I think we’ll probably put a lot of villages along the way, but they’re too small and numerous for the map.

The island between port city and city2 is going to be Tutorial Island. :wink:

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Here’s the regions map. Each region is sized for an ideal density of 50 players.

Some of them look a lot more dense than they should be; the biggest ones are capped more by geographical expanse. Can’t be extending too far from the origin!

Was this created in an image editing program and ported to roblox, or was this created in roblox and ported to an image editing program?

One of the things I have wanted to do for a long time is create a 2DArrayToBitmap utility for the purpose of creating overhead maps that are pixel perfect representations of the world.

Why not raycast down instead for some more accurate and dynamic maps? It seems like it’s feasible.

I like it
Can’t point out why, but it fits whatever definition of good map I can think of
“Valley of fertility” with the mountains + bay is really good

The cities seem really small to me in comparison to the other things - e.g. the port village. You can fit city1, city2, and port city inside the port village and still have space left over. I think the cities should be a bit larger.

Text is way too hard to read, in my opinion. I’d recommend making it stand out more.

Other than that, it looks interesting and I think people will have fun playing it. If you’re going for large-scale though, make sure you do something like World of Warcraft where you can quick-travel to places you’ve been to before. Having to walk across a huge map is a pain in the ass.

GUI objects aren’t exactly lightweight when you get into large numbers of them. 70x70 is 4900 objects. EDIT: not to mention 4900 raycasts. That’s why I want to render the maps beforehand.

Keep in mind after rendering the whole map once, you only need to update one edge of it, once the player moves. Just shift the positions of the other frames. Performance is actually not that bad, I’ve tried this in my own game.

In that case I can get the same function out of pre-rendering it and moving the frames, and save a lot of processing at the same time.

When @ScriptOn said “dynamic,” it seemed to me he was referring to including moving objects, which would require raycasting every frame.

One thing I should mention is that this isn’t for the in-game map; that will probably be much more stylized and prerendered using raycasts. I know where all dynamic objects are going to be in my map, and which I want to render and which I don’t.

@Lilly_S: Yeah, I agree. I don’t think everything is exactly to scale in this map, though; it’s just a reference for builders. We will probably have to adjust. Oh, you’re looking at the regional map. That sizing has to do with player density; each region will be on a different server so you’ll need a teleport to go between each region. If a city seems like it’d have very few people, its region can include its outskirts a bit.

@digpoe: Agreed on all points. This is a reference map though, so the text is meh. We will probably have horses to ride at the very least… and it is called Dragonlore after all.

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If anyone wants to see the map full scale!

Distinguish paths better. (Highlight them / make them wider.)

Looks great! Big fan of the colors!
But city2. Seriously?!
I suggest Rivardelchi!

We’re actually in the process of building it all with smooth terrain now. I’ve been working on a plugin to facilitate this; it’s broken into 96 chunks and the builders can save/load them at will and edit them right near the origin so no parts get misaligned.

I would want more variance and biomes on the map. It’s basically all forest with some mountainy areas. I’d suggest adding snowy mountain regions and a dry / desert type region.

Smooth terrain is so laggy though :frowning:
(Not in my PC, but on 50% of the players I know)

Oh man, how could I forget a desert? Definitely going to do that.

How are you going to render that much terrain, I’ve tried to generate 16,000 x 500 x 16,000 studs of terrain once and crashed due to roblox running out of memory.