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Am I the only one who, when I see the background-parts of the "remastered" maps, wishes Tanki made maps that looked like these areas?


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The giant trees and bushes of the Forest map, or the open fields, hills, dense vegetation and small roads of the new Sandal. It'd be nice if maps looked like these places I think.

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No, you are not the only one!

I too love the props and map design of the outer parts of most remastered maps, but that's probably because those parts are usually inaccessible - this inability to reach those areas adds to their charm. And this is why I spend a lot of time just roaming around in those parts in a quiet parkour map. (:

It's just unfortunate that one can pass right through most of the props though... :c

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It'd be really nice if Tanki could make maps like the inaccessible parts here.

Sandal-2.jpg

Sandal-4.jpg

Sandal-5.jpg

Edited by ekf

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I have a few theories why that doesn't happen, or at least didn't happen yet:

  1. While the maps are being "remastered", developers have to stay true to the original map's design as much as possible. Those original maps are built by placing "prefab" elements on a grid, resulting in this orthogonal style where everything is at right angles. With HTML5 they could build maps that are more organic, but they likely wouldn't be received well because the gameplay would be too different from the original. That's why only the inaccessible outskirts use this organic design style.
  2. Large and open areas like the ones you see on the outskirts of Sandal likely wouldn't work well in Tanki's gameplay. Long range turrets would dominate and slow hulls would struggle.
  3. A lot of the outskirts you see are actually non-collision objects, meaning a tank would go right through them if given access. This can be seen in Parkour format. You may think "What's the big deal? Just enable collision!", but it's way more complicated than that, and it's far easier to create simple geometric shapes for collision objects (buildings, ramps, walls) in the playable area while keeping all decorative elements outside of the playable area, which allows artists to be far more creative with their design, and greatly reduces the amount of testing needed, speeding up the map's release.
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On 3/20/2023 at 8:46 PM, Maf said:

I have a few theories why that doesn't happen, or at least didn't happen yet:

  1. While the maps are being "remastered", developers have to stay true to the original map's design as much as possible. Those original maps are built by placing "prefab" elements on a grid, resulting in this orthogonal style where everything is at right angles. With HTML5 they could build maps that are more organic, but they likely wouldn't be received well because the gameplay would be too different from the original. That's why only the inaccessible outskirts use this organic design style.
  2. Large and open areas like the ones you see on the outskirts of Sandal likely wouldn't work well in Tanki's gameplay. Long range turrets would dominate and slow hulls would struggle.
  3. A lot of the outskirts you see are actually non-collision objects, meaning a tank would go right through them if given access. This can be seen in Parkour format. You may think "What's the big deal? Just enable collision!", but it's way more complicated than that, and it's far easier to create simple geometric shapes for collision objects (buildings, ramps, walls) in the playable area while keeping all decorative elements outside of the playable area, which allows artists to be far more creative with their design, and greatly reduces the amount of testing needed, speeding up the map's release.

I'd still hope that Tanki could make new maps that are as organic as possible, at least. When I showed these images as examples I didn't mean that a map should look exactly like them, with how little cover there is, or how complex the shape of all the objects is, just that I like the more realistic landscapes, the lack of right angles, the open fields, togheter with dense forested areas, togheter with building areas. If maps needs more covers and more simpler shapes, thats fine, what I like is the more realistic landscapes and if Tanki could only get 50% there to more organic looking maps, due to them being complicated and bad for playing, I'd still be happy.

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On 3/20/2023 at 2:46 PM, Maf said:

it's far easier to create simple geometric shapes for collision objects (buildings, ramps, walls) in the playable area while keeping all decorative elements outside of the playable area, which allows artists to be far more creative with their design, and greatly reduces the amount of testing needed, speeding up the map's release.

This, and also the fact that more collision objects would take more time to load and reduce FPS.

Edited by Okami

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