Well, the thing is that you need something on the borders of these maps, to make them usable, unless you plan to place invisible walls, or visible walls.
Maybe make some maps which have water around them, or place some gravel and smoother things for transition. However, i will evaluate using some of your maps for a starting area soon, where i plan to place some thick trees and such as a border around the area, but it is unclear yet how it will look, and how much work it will require.
I had this discussion before where I explained we can’t make all maps look like an island surrounded by water or make them look like a crater that’s surrounded by walls all around it. It’s just not a good idea. Look at games like Battlefield or Skyrim which have large worlds. In Battlefield (as in Star Wars) they give you a 10 seconds timer to get back to the playable area before you get killed. In Skyrim your passage to edges of the landscape is usually blocked by natural assets whether it’s rocky walls or wood logs or raising a chunk of the land. There can’t be no manual level design involved. But raising the land all around just makes it look unrealistic. The 10 seconds timer makes more sense.
Been following this thread and I would like to pipe in here. You are correct, trying to make every map in an open worldish game a gully does not work and looks bad. Players generally know worlds are not endless. Hell in fallout there are invisible walls at some point off the map.
IMO there are two good ways to combat this
1: Make your “Map”, as in the top down 2d one your players use, smaller than the walkable space and eventually place invisible walls or instakill/warning barriers.
2: If it makes sense visually, use multiple types of blocking geometry. An example would be a large body of water on one side, a mountain on another, and forest the rest.
One of our prototypes actually took place in a small Oregon town where there were tunnels through impassible terrain (ridges) to get in and out of the city (which were blocked via plot reasons), a mountain range to the east, and the ocean to the west.
Also, while it can look pretty coming from world machine, I would advise against the use of landscaping for really steep terrain(cliffs, steep mountains, etc). Instead use static meshes. If you really look at any AAA open world game landscaping is used as a great starting canvas and then static meshes are used to give it character and make it look realistic.
So I remembered of a scene in Mad Max the movie… trying so hard not to put it on the to-do list… doesn’t seem like I can resist it though haha.
It’s so good!
Looking great, If we wanted say a forest type landscape we could just drop and adjust the Island material onto one of these big beauties right or are the splatmap incompatible?
@Kiwi-Hawk, The materials from AL1 don’t work on these landscapes. They can work, but it requires time and work. Generally it’s never going to work without any manual labor and end up looking great. Things look good only when done manually. At least in the case of landscapes/materials.