|QUOTE (Blaster_nl @ Tuesday, Feb 26 2013, 14:48)|
|QUOTE (X-Seti @ Tuesday, Feb 26 2013, 13:24)|
| Now I've always said that research in an engine like SA should have been done first before everyone jumps onto the next engine, Because it leaves a lot of things for everyone unfinished where modding on SA is very limiting given there is a 19999 ID object limit and map bounds where the paths do not want to work. |
It's better this way. You should make quality maps, not quantity maps. No one needs more than 20k objects to work with.
Yes quality. More space does allow for more quality. Reason being:
-Add on maps can be further away from LC, so the map doesn't kill LC's atmosphere, or LC doesn't kill the maps atmosphere. This would be great for Stilldre's map RDD. A desert next to New York City is silly.
-Some mountainous maps don't have natural shape. This one did it very well, but a lot of maps, including Mt Clockwork are not so pretty on all sides. Due to the map bounds, large mountains suddenly drop. Its like half a mountain.
-Some maps could have an all in one version. For example a good candidate for this would be Ghostown. Its supposed to be like Niko/Johnny/Luis on Vacation. Left LC to go to Ghostown for a week. If it wasn't for the limits, they could make it so they can leave LC and go to Ghostown, by flying a plane/heli or driving a boat, and not by quitting GTA IV and launching your Ghostown copy. Another example (but on SA) is GTA United. That would be great turned into an add on for the original SA. It would allow for the concept of the maps co existing to come true.