Can we all agree that we need new maps as a priority?



Here you go buddy. It’s not proc genned, only the injectable changes, not that you’d know. Play the game before trying to go on weird monologues about it

2 Likes

Also

Remember when the fatshark combat guy wrote in patchnotes that fury of the faithful “downgrades carapace to flak armor” and that it was intentional? Which was neither true, it just gave 100% rending, and was later fixed as a bugfix? Yeah, devs chat a lot of garbage sometimes. I know better than them because I play the game and engage with it and they don’t necessarily.

4 Likes

From the perspective of someone who played Vermintide 1… you have no idea.

2 Likes

I am surprised to find that the overworld maps have such strict rules that the Alien Device is predictably in one place. Makes sense, I suppose, but I still didn’t know that! Surely wouldn’t have used it as an example if I had.

Still, from that Reddit thread where you pulled these images, the OP responds to a comment:

Huh, i thought the surface was random gen with tiles, hence why it’s so square.

with:

The tiles themselves are random. But the rock formation is always attached to the tile in that specific location, no matter how the surface of that tile looks.
It’s like everything else. The injectable, the side dungeons, the miniboss dungeon, the bunkers… Everything is always in the same spot. It’s just random what it is and how it looks.

The overall layout of the overworld map is fixed, which is news to me, but the tiles that make up the map are randomized. Similarly, here are 2 Hatchery levels from my own saves. This is what procedural, tile-based generation looks like. The rules here dictate a fairly straight level of connected tiles, but the tiles being different and connecting to one another in a logical way is the procedural part…and almost exactly what I’d like to see in Darktide.

You can ignore the part off to the right on the second one, which is the injectable. It’s a great concept, put to excellent use in Remnant 2, but not the only aspect of the random/procedural system that brings so much replayability.


And here’s a couple Forbidden Groves:


it’s this

The similarities and differences in these map examples, dictated by strict rules (eg overall layout) and randomized tiles (the procedural generation part…you can’t just jam any old tile any old place, thus a procedure is followed to ensure continuity/solvability/etc), are plainly visible.

This is literally how Fury worked, always had. Here is someone noticing how it generally made the Evis worse back in the beta (because in addition to treating Carapace as Flak it also treated Unarmored as Flak).

I’ve also seen you peg lots of numbers just wrong outside this so yeah sometimes gamers forget. Because beating this stuff into your own head is the height of mental instability anyway. Play the game!

1 Like

As a Remnant fan, you’re wrong, and @Murderer is right.

The maps in the Remnant games work similarly to Diablo 2, where exits and dungeons or events (in Remnant’s case) have a couple of possible variations with each map roll; however, if we assume that each map has four possible variation rolls (just an example), rerolling and playing the game several times will make you memorize and recognize the dungeon/map exits and spawn points of events by just looking as you enter the map.

I’ve played both Remnant games for hundreds of hours and can with outmost certainty tell you that @Murderer is correct.

No offense intended to, @Badwin, but you have a tendency to always bite hold of your own beliefs on the forum while quickly covering your ears to everyone else’s thoughts or knowledge, which is unfortunate because sometimes it would be fun to have diacussions about things back and forth.

5 Likes

Oh well, at least I’m 50/50 on the intentional part. I could’ve sworn it changed before he said it but I doublechecked dates and sourcecode and I was wrong

1 Like

Remnant 1 & 2 are in my top 10 games, and I’ve played them both to death. You’re both wrong and everyone from IGN to the people that made the damn game disagree with you. You can’t look at the two examples I posted above (one of a dungeon and the other of an overworld) and tell me that those are the same maps. They’re randomly assembled from a collection of handmade tiles, and (as shown in quite vanilla The Hatchery example) the “events” don’t completely dictate the randomized layout. You can clearly see the different tiles, making different routes and connections between the levels.

Yer man said this…

…and it’s simply not true.

I did clarify the locations have variants directly after

1 Like

They do not have a fixed set of handcrafted variations. There are handmade tiles that are procedural assembled to create randomized combinations. It’s a major selling point of the series.

You are always convinced that everyone else is incorrect and that yours are the true “nuanced” thoughts, so why listen to anyone else?

This reminds me again of our former Havoc discussion where you refused to listen to and acknowledge my opinions who have both the “True Survivor” title and rank 40.



This is totally you, in your own words.

Everyone else is wrong.

6 Likes

Other than the injectables, event variants and exits etc it’s all static. I never denied there’s some dynamic aspects, but calling the maps procedurally generated is just wrong unless you’d consider Clandestinum Gloriana procedurally generated.

4 Likes

I have provided quotes directly from the developers of the game, supplied actual examples of the procedural generation in action, and linked to reviews and interviews where the game is said to leverage procedural generation.

It’s not a matter of opinion, even if 3 or more of you dudes come in here and try to say otherwise.

EDIT (way after the fact): I just noticed that you did the edit-your-post-to-get-the-last-word thing. That’s cool, I’ll do one too. The question of if Remnant 2 employs procedural generation or not isn’t a matter of opinion because it either does or doesn’t. And it in fact does. And it does it just like Diablo 2 — one of the most famous roguelikes (like actually a spiritual successor to Rogue…fun fact Diablo was originally turn-based, like Rogue, before happenstance and fate interceded) ever made — in fact more so that I ever realized. The tiles used to procedurally generate the layouts of most dungeons in D2 are much larger than I assumed and are quite comparable to the tiles used in the procedural generation of most of R2s maps. Here’s a great video on how to read maps in D2, which covers the procedural generation seen in most maps. A lot of the strategies seen here — which randomly procedurally dynamically generate far more than a few possible (let alone hand-crafted) iterations — are also used in R1 & R2, including overall strategies that ensure consistent pathing/directionality in maps.

Kicking myself for not coming back for the VT1 DLCs, #DawiMasterRace.
I should shave my head save for a mohawk, tattoo my back and find a troll to throw myself at, especially for missing Karak and the V2 remake.

They knocked it out of the park with the map design in VT, DT felt like a step backwards in that respect, but the newer original maps seemed like a half-step in the right direction. The fantasy setting probably lent itself more to better maps but still, would love more maps like Archivum, Ascension, Gloriana and the Carney district stuff (even though Dark Mass was half a new map)

2 Likes

Yeah I’ve thought about this thing with the fantasy setting. Darktide seems to generally lack this “cobwebs and dusty tomes” atmospheric feeling the VT games have.

But I’m convinced you absolutely could design this whole thing with spooky/haunted/long abandoned-zones into the steampunk and gothic architecture of 40K too. More wax candles, cobwebs, low level ground-fog and so on, that gives this more spooky and haunted feeling.

4 Likes

Oh, and on a related note, with respect to atmospheric settings, this is some of the early Darktide concept art:




Fog, smoke, clouds, godrays shining through. It’s generally all way more atmospheric and better communicates both the vast and epic scale of the hive city.

3 Likes

The carnival skybox is very noticeably flat.