Larger map = more fun to play = more lag to play, that seems to be what map making tells us right now.
What if, instead of using one huge map, we put in several continuous maps? Here's what I propose:
Inside the Scenario Editor (where lag doesn't seem to be all that bad), we should be able to start a colossus gigantic huge map, say at most 36 times as large as the "gigantic" sized map we have right now. This map would almost be impossible to play, so here are my solution:
We could divide up the maps into "sections" So that only 1 section of the map loads at the same time.
-------
|A|B|C|
-------
|D|E|F|
-------
|G|H|I|
-------Just imagine that above, square ACGI is the entire map we design in the editor. But we divide the square ACGI into 9 sections, A, B, C, D, E, F, G, H, and I
say I start the game on square H, the only part of the map that loads is square H, if I reach the northernmost point, the square E loads, and when I step over onto square E, square H saves all information and fades. This would apply to all units, so if you have an unit on square H, F, and C, and your main base is on square I, then you would only load those squares. Therefore to keep the lagness small, you just simply get your units off a few squares.
This can be used greatly in fixed force and RPG scenarios, but when it comes to build and destroy it becomes bad, so for build and destroy just simply use 1 small map.
You asked me "What do you think should be included in the scenario editor", well that above, is my answer. We should be able to make colossus-gigantic-huge maps.
Also, one more question: Why must we choose between user-friendliness and powerful? Why can't they both be good at the same time?
hello all