JCalCGM
10-27-2006, 01:42 PM
FiringSquad has a new preview of Rogue Warrior (http://www.firingsquad.com/games/rogue_warrior_preview/) based on seeing a early demo of the upcoming tactical shooter game in action from developer Zombie and publisher Bethesda Softworks. Here is a snip:
Perhaps the most interesting aspect of Rogue Warrior at this stage is the game’s plan for multiplayer. Most multiplayer games have anywhere from 10-30 multiplayer maps out of the box but Zombie and BethSoft are taking a different approach on how maps are handled in this game. Simply put instead of a number of fixed levels, the multiplayer maps are handled via a tile system. Each of the game’s two teams picks one of six or seven tiles that will be in the final game. Each rectangular tile is a different kind of location (North Korean temple, warehouse, etc) that is essentially a mini-level in of itself. Then the server picks the middle tile. When the game begins each team only knows which tile they picked for themselves; they have no idea what the other team or the server has placed there for the match. The result is that the map they finally play on has a degree of randomness to it; Zombie team members told us that there could be as many as 200 different combinations of multiplayer maps (allowing for both daytime and nighttime versions of the tiles)
Perhaps the most interesting aspect of Rogue Warrior at this stage is the game’s plan for multiplayer. Most multiplayer games have anywhere from 10-30 multiplayer maps out of the box but Zombie and BethSoft are taking a different approach on how maps are handled in this game. Simply put instead of a number of fixed levels, the multiplayer maps are handled via a tile system. Each of the game’s two teams picks one of six or seven tiles that will be in the final game. Each rectangular tile is a different kind of location (North Korean temple, warehouse, etc) that is essentially a mini-level in of itself. Then the server picks the middle tile. When the game begins each team only knows which tile they picked for themselves; they have no idea what the other team or the server has placed there for the match. The result is that the map they finally play on has a degree of randomness to it; Zombie team members told us that there could be as many as 200 different combinations of multiplayer maps (allowing for both daytime and nighttime versions of the tiles)