A lot of you guys are interested in the new map format, how will it look like. How will you make maps in link-dead? I explained how it will work in my previous posts, but now since it is pretty much done I can show you some real life examples.
I don’t feel like explaining much so here’s a picture:
To check how this looks in the game just check this post New mighty lighting effect. Everything should be clear there, although that video doesn’t use the effect map yet.
- Parallax background – self explanatory
- Static background – self explanatory
- Foreground – self explanatory
- Ambient map – a bitmap with colors and shades which blends with the real-time shadows and lights. Basically if a region is bright or white on the ambient map it will be lit in game even if there is no light source there.
- Effect map – a bitmap with colors and shades which blends with the weather effects like fog or rain. This is used so that some parts of the map don’t have rain pouring in or fog on them. For example the inside of the building is drawn white so that the effects don’t render there.
- Collision map – a simple different colored bitmap used for creating the collision map. Each color of pixels represents different collision types. Just like different poly types in Soldat.
All these bitmaps are imported into the game map builder. In the builder you can add everything like lights, respawn points, set doors and anything like that. Then you bake the entire thing into one single map file. All the files used for the map will be in one file. There won’t be any problems like missing sceneries or textures in link-dead.
What about the file size?
This map is 2000×1000 pixels large and its weight is 1.5mb. Which isn’t bad, I guess final link-dead maps will be under 10mb, which is something Counter-Strike players live with every day. But it can be easily less with the cost of quality because I use an adjustable compression format called PGF.
The final effect with rain and a character in the game can be seen here: