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Originally Posted by Korvacs
Depends how you use it, none of those issues are actually issues unless you allow them to be.
Provided that you dont go beyond the 4 digit 'limit' (not actually a limit, just beyond that looks messy on the client) on the coordinates then you can create a map thats 10x the size of the Twin City Plains map, that and clever use of portals or map design means you could randomly generate within that space infinitely.
Also an ever-expanding map does not use an infinite amount of physical space at all, for one thing you would probably never store the map on the disc, and secondly in terms of memory you would just unload the previous areas that are no longer used.
Sounds far-fetched perhaps to yourself, but plenty of other games stream content on the fly which require far more demanding requirements than Conquer's dmaps do.
Another useful thing that it could be used would be dynamically changing maps, you could have a boss wreck the landscape as part of a quest and then dynamically alter that part of the map on the client side.
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If the map is handled by either the client or the server, wouldn't it require more RAM to be constantly loading and "unloading" map data? And that makes me think... What determines when and what part of the map should be "unloaded?" And if it's "unloaded" every time, does that mean, I could go off screen, come back, and it be totally different? If mobs are killed in an area, items may drop, if the character strays from the area, and comes back, will the map be "reloaded" and the items be gone?
What other games do you know of that use a map system like that? I can't think of any...
If you mean dynamically changing maps with landscape, do you mean instance maps? This makes me think of Guild Wars 2, where the map changes the objects in the map when a dynamic event happens. But this isn't changed client-side-- It's changed server-side, because all of the players see the change, and can interact accordingly. For example, when centaurs destroy a bridge, the bridge falls apart, and players cannot cross it.
So I'm still a bit confused as to how you can have dynamic "ever-expanding" maps if no information is saved... If the map changes because it's dynamic and ever-expanding, how can you place content there without it being different every time because the map is never the same..? >_< :confused: