We've all heard of the concept regarding the campaign world-map. Several continental maps linked together through transfer areas.
We've also heard about how much of the world map will be missing.
Design the rest of the map still missing and link it up to whatever will be in the vanilla game, et voilà.
Of course, we don't know, yet, how big a single map can actually be and how many maps can be linked together to form a complete campaign map. The maximum sizes for a campaign map allowed in R:/M2:TW have been larger than what CA used in their games. I presume this will once again be the case.
So, first step would be to enlarge the existing maps to incorporate a larger portion of the world, adding more maps would be the second one.
Any thoughts?
Where would you begin (according to what we know about how much exactly will be in)?
You're right, Gwyn, the middle east may be the most important gap to fill, followed by Africa.
No TW game has ever used it's faction limit (nor it's map-size limit), insofar I allow myself to hope for the best, Persianfan.
Someone will surely also want to make a map of Indonesia.
I'm not as much an enemy of the concept of splitting the world-map into several campaign maps as I may have been before. That concept also offers possibilities.
Using the top limit number of maps that can be used along with the largest dimensions of these could make it possible to create a huuuuuge world-map.
Beginning a game somewhere on one such map, you'd possibly wouldn't even get to see most of the others in the course of one single campaign.
Now it seems we might even have a lot more to do in also "repairing" the Carribean, East Indies and East Africa (though the latter would be covered by making Africa a complete continent) which won't be conquerable in E:TW.
Btw., what would actually have to be placed in the Middle East and the southern half of Africa in regard to factions? I'm not very knowledgeable about those areas.
First things first: closing gaps and make the so-called "trade theatres" real "full-blown" theatres.
Some maps of different area's that need to be filled in dating from the early 18th century:
Spoiler Alert, click show to read:
[IMG]file:///C:/DOCUME%7E1/Micah/LOCALS%7E1/Temp/moz-screenshot.jpg[/IMG][IMG]file:///C:/DOCUME%7E1/Micah/LOCALS%7E1/Temp/moz-screenshot-1.jpg[/IMG][IMG]file:///C:/DOCUME%7E1/Micah/LOCALS%7E1/Temp/moz-screenshot-2.jpg[/IMG]
Neither of the two above are very legible, nor do they have very obvious borders for us to fill in.
Now it seems we might even have a lot more to do in also "repairing" the Carribean, East Indies and East Africa (though the latter would be covered by making Africa a complete continent) which won't be conquerable in E:TW.
Btw., what would actually have to be placed in the Middle East and the southern half of Africa in regard to factions? I'm not very knowledgeable about those areas.
First things first: closing gaps and make the so-called "trade theatres" real "full-blown" theatres.
I read somewhere that you could choose if you wanted to just click a button to go directly to india for example. OR you could go there by manually moving all the way over the campaign map. So the middle east should be included... I can't find where I read it though:hmmm:
I made a lot of music for RS II, and that is very awesome because RS II is a very awesome mod!
It depends largely on the hardcoded limits that CA will set. I don't think that such a project is possible if the region limit remains at 200, or if the faction limit remains at 20-30 where it was in Medieval II. It shouldn't be that hard to implement such a map if the hardcoded limits are changed, but it would take much time to add the new factions needed, the new units for these factions, etc.
You would need a pretty big team if you are to succeed in this.
It depends largely on the hardcoded limits that CA will set. I don't think that such a project is possible if the region limit remains at 200, or if the faction limit remains at 20-30 where it was in Medieval II. It shouldn't be that hard to implement such a map if the hardcoded limits are changed, but it would take much time to add the new factions needed, the new units for these factions, etc.
You would need a pretty big team if you are to succeed in this.
Umm... May I remind you that not a single TW game had ever used it's limits?
About the new factions: How about taking one step at a time?
Let's say the map file(s) for Africa has been completed. Well, let's put some generic African faction there with two, three units so the complete continent can at least be played already. Working on the details of that African faction (or several ones, depending on how many faction slots one would have to keep open for what else would have to be included in the maps) would be something for a version above 1.0.
Australia is really not at the top of the list, in my opinion. Highest priority would be Africa. If I remember correctly, I had seen some kind of Suez Canal in one of the campaign screen shots. That would have to be undone.
The list of relevance would be like this:
1.) Africa (add a generic "tribal rebel faction")
2.) South America (add a generic "tribal indio faction")
3.) Middle East (yes, we heard or rather read about the scrolling world-map, but we don't know, yet, how this will actually play out practically)
4.) East Indies (iirc they are to be a so-called "trade theatre", so this would actually mean making them a "real theatre")
Umm... May I remind you that not a single TW game had ever used it's limits?
I don't think that I've said that anywhere. But each TW game has some limits, which are hardcoded and cannot be surpassed. For example, there is no way you can add more than 200 regions in Medieval II's map, if you do, the game will crash. ETW uses a new game engine, so I am waiting to see its capabilities and limits before planning or habing a definite opinion over something.