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Hello everyone, I'm Tegus, one of the programmers working on Crusader
Kings II. Welcome to the fifth dev diary for CK2 and the first one written
by me. In today's dev diary I'm going to talk a bit about the map and why
we've chosen to implement a new one in CK2.

As you all know, in our games the map is an important tool for both
displaying information and setting the mood of the game. In HoI3 we had a
grayish map that we felt was appropriate for a war game. We took this map
and altered it slightly when making Victoria 2, but this time the map was
drawn with vivid colors to portray the progress of the era. The next game to
use the map was Divine Wind because we all felt that EU3 was in need of a
graphical face lift. While this map technology looked good in the
mentioned games, there were certain technological limitations which we
wanted to improve upon or get rid of.

With CK2, we have devoted time to rewrite the graphics code for the map
from scratch. We are back to a pure 3D map similar to the one used in EU3:
Rome. We have visible topology and you will be able to rotate the world
around the way you please. While neither the technology nor the art assets
are in any way final, we do feel that the new map already has great
potential and is a big step in the right direction towards our visual
goals. Hopefully this new tech will also span multiple games, so we
can steadily improve it.

crusader_kings_2_devdiary_5_ss1.jpg

To be fair, if I would describe what we have done with the map so far, it
would just be sentence after sentence of technical mumbo-jumbo, so I'll
spare you the details. Let's instead focus on what visual details that
have been improved and what we want to add before the game is shipped.

We've improved the looks of the water significantly and added refraction
so you can actually see topology under the ocean surface. Aerie has taken
the time to find real-world topology data(although we've exaggerated it
somewhat), it definitely gives a cool feel to the terrain. Borders have
also gotten some love and now use a new system which enables us to make
them much smoother. Much of the previous jaggedness is gone. We've also
begun to implement and test a more detailed lighting model, which we will
continue to improve upon until we release the game. Another cool
feature(which isn't really part of the map) are the units, whose tabards
now show the heraldic flag of the unit leader.

crusader_kings_2_devdiary_5_ss2.jpg

But there are still some things which we're missing. We need trees and
rivers. We need to add province names and realm names, which exist in all
our latest games. I'd like to add more information to borders, so borders
between two realms are colored by the realms' respective colors. There are
of course lots of more things we want to do, but I won't spill the beans
just yet.

crusader_kings_2_devdiary_5_ss3.jpg

All in all, we are very happy with the way the new map is coming along.
Hopefully you will enjoy it as well once you get to play the game!

Fredrik Zetterman, Deluxe programmer, currently working on Crusader Kings
II
 
We'll see. Just like we add mapmodes for different gameplay mechanics when needed, political mapmode will be there if we feel a need for it. If we however manage to improve terrain mode so much that you don't want/need to play in political mapmode, it might be removed. Time will tell :)

Ugh.:( The political map mode are the only really good looking map mode you guys have. And the terrain mode just doesn't give you the fast glance - instant info that the politcal map gives. I want to see how big and awesome my empire is, not how well the forest is looking! IF you are to remove a map mode, remove the terrain mode. It's useless.

As for the map engine, please, please let it be possible to make it look somewhat like V2 or DW. I love the simple-yet-elegant look it has now! Rome's map was horrible compared to your other titles'.
 
If you think the CK2 map looks ugly I don't know what to say. Maybe it's because I've seen it in motion rather than just a screenshot, but the map is gorgeous and I have no idea how you can say it looks like EUIII.
Try to understand the reason of this opinion instead of closing mind for peoples fears. This opinion is not alone in this tread. Gulliverian single soldiers(maybe zombies?) attacking my monitor screen from dirty-green terrains with 8-bit graphical noises they scaring me and ask many questions.

And yes, my choose - not use rotating of the map. North is the up. It's a law.
 
Try to understand the reason of this opinion instead of closing mind for peoples fears. This opinion is not alone in this tread. Gulliverian single soldiers(maybe zombies?) attacking my monitor screen from dirty-green terrains with 8-bit graphical noises they scaring me and ask many questions.

And yes, my choose - not use rotating of the map. North is the up. It's a law.

Even if you don't like it, I have to say I cannot understand how you think it looks like EU3
 
And yes, my choose - not use rotating of the map. North is the up. It's a law.

Well, nobody force you to rotate the map. Now that it's implemented, please let people that like it have this toy.
 
Well, the standard medieval approach for large maps involved focussing them towards Jerusalem.

Still, I can't see it hurting to have a rotatable map, provided that it doesn't rotate unexpectedly, or as part of doing other things. You should have to make a conscious decision to rotate it.
 
I certainly do hope a political map mode is included! I don't want to shift borders, I want to paint the world! ;)
 
Well, the standard medieval approach for large maps involved focussing them towards Jerusalem.

Still, I can't see it hurting to have a rotatable map, provided that it doesn't rotate unexpectedly, or as part of doing other things. You should have to make a conscious decision to rotate it.

It's easy. You do not spent time to rotating south to the up, painting cats, teaching fishes to fly. You have a little more time to making good games.
 
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It's easy. You do not spent time to rotating south to the up, painting cats, teaching fishes to fly. You have a little time to making good games.

If you have so little time to play, just don't rotate the game and concentrate you on your way to have fun with the game.
Other who manage to have more time or others who think that it's part of their pleasure to play will do.
And everyone will be happy.

This debate is rather silly.
 
If you have so little time to play, just don't rotate the game and concentrate you on your way to have fun with the game.
Other who manage to have more time or others who think that it's part of their pleasure to play will do.
And everyone will be happy.

This debate is rather silly.

From the context I rather think he was refering to the amount of man-hours you have to sacrifice to make the rotating map...
 
It's easy. You do not spent time to rotating south to the up, painting cats, teaching fishes to fly. You have a little more time to making good games.

If you have so little time to play, just don't rotate the game and concentrate you on your way to have fun with the game.
Other who manage to have more time or others who think that it's part of their pleasure to play will do.
And everyone will be happy.
This debate is rather silly.
making not playing
 
I think the dev's are doing it because its the thing to do these days, being that it's 3D as well. I think, and it's in my opinion, that the bulk of the people that play will probably stick to the traditional south-to-north view anyhow. I don't think that a lot of programming is involved to just rotate a 3D object (the map, etc), so it probably is a very minimal time investment to make it work that way.
 
making not playing

Sorry, I have read your post too fast.
But RhoDazz already answered. It was somewhat already done in Rome. (And CK2 is a long time project, not a short time project like V2).
So I don't think it does change a lot of things about time making the game.
Don't be afraid for the quality of CK2 :)
 
Which arguably is not a whole lot since they've based the graphical part of the game on EU:Rome which also had the feature, as stated in the diary.

Exactly. The exact amount of development time spent on the camera system is actually 0 days, 0 hours, 0 minutes and 0 seconds, since we already had that in Rome.
 
no you lost time at last time) dont lost time at next time))
 
Yes, hopefully we'll even have some time to improve them as well. I really like the map names and since we have them in all our other games I think it would feel empty without them :)

Fantastic! I agree they are a very neat feature and scratch my megalomaniac itch! ;)