New Fallout Map Size?

what i want is having verticality and dense content per area ratio. having massive map but is single panoramic and empity is over done by lot of open world game. even witcher 3 is one of it
 
They're already as wide as an ocean and as deep as a puddle. Bigger map isn't necessarily better, unless they bring in vehicles and allow us to stunt-jump over legendary ghoul tapeworms.
I want to fight a Thresher Maw in a Vertibird, because that would be COOL and BADASS. Yep.
 
I think the maps should be big. Like How GTA Vs map is. Even though GTA V's map is "empty," there's a lot of minor details. GTA V's map is empty in regards to things to do and people to talk to, but all the little details add up. In a wasteland, there are less details because everything has been blown to bits or fallen off over time, so the devs could theoretically make a GTA V-sized-map with as much content as Fallout NV. Hell, that size and you'll be able to have vehicles so stuff wont HAVE to be densely packed.
 
what i want is having verticality and dense content per area ratio. having massive map but is single panoramic and empity is over done by lot of open world game. even witcher 3 is one of it
I wonder what it would be like if the game map was basically a cube with points of interest more-or-less evenly distributed in 3d. I guess to do that the game would pretty much have to take place in a very large and dense urban environment with lots of tall buildings covering the map. And the map footprint would have to be relatively small in order to keep the general game depth at a decent level.
 
I think that the future fallout games should have a larger map size. The bigger the better :D
So like the classic Fallout games?
Fallout 2 full map:
800px-Fo2_World_Map.png


As someone wrote on Reddit:
In game units, FO3 is a whopping 4.41 square miles and NV is 4.08 square miles.

In real life FO3 covers about 520 square miles, NV covers 3,720 square miles, FO1 covers around 60,917 square miles and Fallout 2 covers roughly 126,055 square miles.
Yeah I know that in older games we can't really explore all of the map, but with the random encounters and random maps for those it simulates it quite well for the time.

I can say this though, using Gamebryo or Creation Engine will never allow to make a really bigger map than what we have now because those engines are naturally flawed and have problems with performance and optimisation (I guess we could have a really huge map but mostly empty, that could work, maybe).

And yeah this post is not to be taken seriously because I understand what the OP means, I am just bored and like to joke :V.
 
I wonder what it would be like if the game map was basically a cube with points of interest more-or-less evenly distributed in 3d. I guess to do that the game would pretty much have to take place in a very large and dense urban environment with lots of tall buildings covering the map. And the map footprint would have to be relatively small in order to keep the general game depth at a decent level.
i would be honored to present you;

DOOM and Deus Ex mankind divided map

that two games have damn fully ultilization of what make 3d engine is 3d. you could ask member around here about the Doom Map
as for deus ex MD


starting from 7:22

 
i would be honored to present you;

DOOM and Deus Ex mankind divided map

that two games have damn fully ultilization of what make 3d engine is 3d. you could ask member around here about the Doom Map
as for deus ex MD


starting from 7:22


Cool, thanks for the suggestions. I will have to check those out.
 
Well, I think I've said it before, but personally I think a really empty map would be a nice change of pace.
Like, actually empty and realistically sized, not shrunk down so you stumble over a cave or an enemy every 50m.
I think the only game that ever really did this was Daggerfall, and in some ways I think it can be used as a model.
Here's its full map:
Daggerfall2.png

This is one region of it:
Daggerfall1.png

Each dot is a city, dungeon or village or whatever. Quite a lot, obviously. Most of it is pointless fluff, too.
Same with the actual cities:
daggerfall_city_map.jpg

Granted, this is one of the largest cities in Daggerfall, but many cities are that size. Still, not totally realistic size, but still quite impressive.
Now for a Fallout game I'd imagine way fewer cities and villages. In Fallout 1 and 2 the locations are several dozen kilometers apart at times, requiring days of in-game travel time. In Daggerfall you can actually travel everywhere in real time, but it would require hours and days to get there. So fast travel (with various options on where to stay over night and so on) to every location is available right from the start.
What I'd do for fast travel is something closer to Fallout 1 and 2, with worldmap travel and random encounters that put you back into the game. You can explore the map on foot or via vehicles in rea time, but it's kinda pointless because there's not going to be something interesting every few meters.
The size of the settlements and the world should be proportional and realistic for once. Yeah, that will require a lot of useless fluff and flavour characters that serve no actual point besides giving directions, and lots of houses that are more or less empty. Yes, a lot of random generation will be needed, both in characters and in terrain, but the point is not the details, but the scope. Fallout always felt BIG to me, but also empty and lonely. If you had to do a first person perspective game, I think it should be really big. And empty. Or rather, empty where it should be empty. Take a map like Fallout 1, where you have this huge urban skeleton of the Boneyard to the south, and you can add a lot of secrets and so on down there. But it just bugs me that I can see the next settlement from where I stand when people tell me that it's oh so dangerous out there, and that this dead, empty desert is so fucking full of hostile life that I level up everytime I cross the map.
I wish I were into programming so I could try to recreate the Fallout 1 map in the XLEngine.
 
Wasnt daggerfall randomly generated though? I dont care for tons of area that is empty. A world map ala fo1/2/t is far superior to me
The terrain (to some degree) and (some) dungeons were procedurally generated, yes.
Indeed, I prefer a world map as well, which is kinda the point of my post, as it would bring together the world map (and its days of travel time) with a first person perspective (if it has to be that).

/edit:
A larger map of Daggerfall, only including the largest towns:
http://www.imperial-library.info/si...ode-gallery-display/gallery_files/5xIliac.png
 
Anything they could do to make the games feel like they take place in a bigger world would be an improvement imo. Maybe they use larger maps with a travel system like F1, F2; or maybe the maps are somewhere between F3 and GTA5 size with hubs of locations that are walkable, then in the larger expanses of wasteland between the hubs, fast travel or some transportation system could be used. Anything that would prevent the experience of a player walking well across the map then turning around and seeing that the location they came from is really not that far away.
 
The thread won't be full without this video.

Too bad encounters is not shown yet.
 
I say what's the point of having a bigger map if you can't bother putting in lots of content(in Bethesda's case)? Only reason to have a bigger map is to boast about how much bigger it is then other game's maps. If I had to choose between a big empty lifeless map or a smaller filled to the limit with content map I would choose the later.
 
I say what's the point of having a bigger map if you can't bother putting in lots of content(in Bethesda's case)? Only reason to have a bigger map is to boast about how much bigger it is then other game's maps. If I had to choose between a big empty lifeless map or a smaller filled to the limit with content map I would choose the later.
I'd say it's a stilistic choice and works towards immersion. The world doesn't feel very dangerous when for example the supermarket that's within spitting distance of you is still unlooted, and that it's the task of the player to do this "dangerous travel". When everything is within a ten minute walk it's just a very small world, and it feels a lot less believable. The point of a really large map is to really get the feeling of isolation, harsh travel and nuclear depopulation.
I mean, it's not necessary, but it would be something different. I'm kinda tired of Bethesda-style ubercluttered maps the size of a theme park.
 
I'd say it's a stilistic choice and works towards immersion. The world doesn't feel very dangerous when for example the supermarket that's within spitting distance of you is still unlooted, and that it's the task of the player to do this "dangerous travel". When everything is within a ten minute walk it's just a very small world, and it feels a lot less believable. The point of a really large map is to really get the feeling of isolation, harsh travel and nuclear depopulation.
I mean, it's not necessary, but it would be something different. I'm kinda tired of Bethesda-style ubercluttered maps the size of a theme park.
I understand that but the wasteland isn't going to be dangerous fore- nevermind it's Bethesdian Fallout. I don't like how empty and devoid of life it is. Dangerous enemies? Better believe it. Lacking humans? That's ridiculous there's only tens of people left to populate it. When the world is so empty besides these theme park places it just becomes dull and boring. I know people will disagree with me but I'm just sick of these walking/hiking simulators with added pew pew.
 
I understand that but the wasteland isn't going to be dangerous fore- nevermind it's Bethesdian Fallout. I don't like how empty and devoid of life it is. Dangerous enemies? Better believe it. Lacking humans? That's ridiculous there's only tens of people left to populate it. When the world is so empty besides these theme park places it just becomes dull and boring. I know people will disagree with me but I'm just sick of these walking/hiking simulators with added pew pew.
My point is just that if we're gonna have first person perspective we might as well try to get as close to the originals as possible, and make classic map travel a necessity rather than just an amenity, specifically to make it NOT a hiking simulator. Make the map HUGE and wandering around aimlessly will be boring even to the most hardcore RPG hiker.
 
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