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Multiple MAP files for one level?


Emon

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Would it be possible to have multiple map files for one singleplayer level/mission? Like in Deus Ex, you cross into another section of the map, and it takes a few seconds to load the new area and unload the previous spot, so that you can have better performance in the new area. You can also move back and forth and everything in the world will be in the same place. It's like loading another map when you hit a trigger, but being able to go back to the old part and everything would be the same. I think Half-Life had something like this, too.

 

Anyone know of how this could be possible?

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i don't think it will ever happen, the chance is just too small that somebody takes the burden to code this, which is imho not a matter of a just few code functions

 

 

if you leave one part of the map to access another the game would have to make a file like a safegame to keep status over killed npcs, mission targets, items, destroyed brushwork (breakables), active, passive and dead triggers, etc.

 

Halflife supported the system cuz it made a lot of variety in models, textures, sounds, scripts possible.

They used map sequences or rows, call it how you like it. If you safe while being in level 3 and you can still reaccess lvl 2 and 1, the safegame will be pretty big. But from time to time you passed points were a return was not possible anymore, so the size of the safegame was much smaller than before.

But i dunno if the realtime status of level sequences was cached or safed in a temporary file if you reached another level.

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well, the half-life style you can do that - i think it was all seperate .bsps for each segment

 

although youd need to do some heavy scripting; itd be easier if icarus can carry global variables between maps - i was thinking having a coupla "levels" set in a city, where youd have to go from one side to the other, and back

 

cuz i think the target_levelchange can choose a specific spawn to use in the oncoming map

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