I don't think so. it would require an entire rewrite of how battle.net functions and more resources on everyone's comps. There's a reason maps have a limited size for multiplayer. My advice to you is either live with sectioning off part of a max size map or make multiple maps.
I really hope you're joking about that time frame unless you want something extremely crappy. a really good map can easily eat 3 weeks of time, and adding a bunch of chem questions would only make it take even longer based on how many you would want.
I hope you don't mean trying to load a whole different map as a trigger. As far as I know that no where near possible. You can use sections of a larger map that can be used in sections similar to how the single player defense challenges work, but the game can't load a second map file (as far as I know).
However making a map in sections is actually brought up in one or more of those tips that pop up when you start the map editor if I remember correctly.
Hmm, it looks good but there's a few key differences. Namely yours looks like it would be more MMO rather than a group of a few players. To be honest I have always preferred players having a class that relies on another for support rather than everyone doing their own thing because every class is powerful enough to do so. The other is yours while it looks like it would be massively in depth it would still be the same quests and minigames all in the same spots. If you're a dedicated player you would probably see everything within 5 playthroughs or less.
Ok I had an interesting idea for an RPG map, but can't seem to get a grasp of the map editor and really don't have enough time in my days to learn the whole thing.
I was thinking since stats can be saved between games as seen in pretty much every custom game I got to thinking. What if instead of a map that was the same every time you played it the story changed and scaled with the characters? I'm not talking a just a difficulty increase, but a whole storyline change.
For example having 50+ different major quests ranging in difficulty. A level appropriate quest would be chosen at random after all players create a new character or load a previous one. The map would be massive in size and the quests could visit different parts of the whole map. Enemies and loot could be generated the same way.
This would create a map with lots of replayability while at the same time making players feel like they are achieving something each time. Unlike other maps where players can bring in their characters from last game and do the same story 10 times before quitting of boredom the map would not scale only in enemy difficulty, but allow players to do something entirely new.
Does anyone think this idea has merit? If so would anyone like help creating such a map? I can't make maps, but I can design quests/enemies/equipment/etc. and would love to see something like this made.
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I don't think so. it would require an entire rewrite of how battle.net functions and more resources on everyone's comps. There's a reason maps have a limited size for multiplayer. My advice to you is either live with sectioning off part of a max size map or make multiple maps.
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I really hope you're joking about that time frame unless you want something extremely crappy. a really good map can easily eat 3 weeks of time, and adding a bunch of chem questions would only make it take even longer based on how many you would want.
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I hope you don't mean trying to load a whole different map as a trigger. As far as I know that no where near possible. You can use sections of a larger map that can be used in sections similar to how the single player defense challenges work, but the game can't load a second map file (as far as I know).
However making a map in sections is actually brought up in one or more of those tips that pop up when you start the map editor if I remember correctly.
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Can you rephrase that? it doesn't make much sense.
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Hmm, it looks good but there's a few key differences. Namely yours looks like it would be more MMO rather than a group of a few players. To be honest I have always preferred players having a class that relies on another for support rather than everyone doing their own thing because every class is powerful enough to do so. The other is yours while it looks like it would be massively in depth it would still be the same quests and minigames all in the same spots. If you're a dedicated player you would probably see everything within 5 playthroughs or less.
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Ok I had an interesting idea for an RPG map, but can't seem to get a grasp of the map editor and really don't have enough time in my days to learn the whole thing.
I was thinking since stats can be saved between games as seen in pretty much every custom game I got to thinking. What if instead of a map that was the same every time you played it the story changed and scaled with the characters? I'm not talking a just a difficulty increase, but a whole storyline change.
For example having 50+ different major quests ranging in difficulty. A level appropriate quest would be chosen at random after all players create a new character or load a previous one. The map would be massive in size and the quests could visit different parts of the whole map. Enemies and loot could be generated the same way.
This would create a map with lots of replayability while at the same time making players feel like they are achieving something each time. Unlike other maps where players can bring in their characters from last game and do the same story 10 times before quitting of boredom the map would not scale only in enemy difficulty, but allow players to do something entirely new.
Does anyone think this idea has merit? If so would anyone like help creating such a map? I can't make maps, but I can design quests/enemies/equipment/etc. and would love to see something like this made.