Cities in Motion 2 – Planning the levels – Developer diary #3

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co_fiirdraak

Vanilla Cities: Skylines Designer
Aug 20, 2010
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So, maps, huh? We all love them, we want to make them, and we want to have fun making them.
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Designing maps for Cities in Motion 2 has been a different experience compared to the original Cities in Motion. Due to the increased efficiency of the new technology we’re using for CiM2, we are able to create maps that are almost four times as large as the original game’s maps.
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map-comparison-CIM1-CIM2.png
Here is a comparison image to show the difference of map sizes between Cities in Motion and Cities in Motion 2. The London map is scaled from a large map to an XL-sized map to show the difference and to illustrate that even only a part of a map in CiM2 covers as much area as a full-sized single map in CiM.
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In the original CiM, we had maps spanning over 3 x 3 km in size. CiM2 introduces maps that are roughly 8 x 8 km, bringing players new possibilities to tackle even the biggest metropolis. This time around the maps can have vast mountain ranges and large differences in height; you can build a sprawling city in the valley and have smaller suburban areas located higher up on the hills and mountain slopes.
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The design process and idea with the maps in CiM2 was to create a region that would accommodate all the maps, a geographical section so to speak. Instead of designing individual maps that float in nothingness, we ”connected” the maps so that they can be seen as part of a bigger whole. For example, a river that can be seen coming from the edge of one map actually continues in the other map where it originates from a lake. This can be seen in the campaign window while selecting which city to choose, it creates a sense of continuity where the world is a tangible entity instead of separate pieces.
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region-layout.png
This image illustrates the region-based design idea. The maps form a complete area that creates a sense of continuity, ”there is a world outside the borders of a map” so to speak.
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The amount of maps present in the game is due partly to the campaign layout and also because of the idea to introduce different kinds of geographical designs where the different elements (water, hills, mountains, and so on) play different roles in making up the layout of each city. It was clear that the campaign needed a central city, the big metropolis that is the ultimate challenge. The other maps formed around it quite naturally—there is the mountain area, the lake region, and the coastline. Altogether, the five maps fit nicely with what we wanted to have in regards to the geographical ideas we originally came up with.
 

Crazy_Ivan80

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This is really nice! Do you plan on have some kind of connection for commuters between those different maps?

if they do the chances for me being a customer rise exponentially
 

co_fiirdraak

Vanilla Cities: Skylines Designer
Aug 20, 2010
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That sounds very good.

At the expense of asking something I believe I've seen you mention before, are you planning to do real-world cities or a fictional setting this time round?
The core game will feature 5 fictional cities as seen in the map layout. What the future holds is still a mystery wrapped in enigma :)
 

FlyHigh

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Oct 12, 2012
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Regional play? I welcome that!

As Butelka64 has mentioned, the game would benefit a lot if there was a way to generate and import hight maps (I'm sorry I can't shake the comparison with SimCity 4, it's a good thing though!).
 

David Comnenus

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I am decidedly uneasy about Regional play. Mind you, this is more because of a bit of...shall we say, "scarring" from the whole SimCity4/SimCity2013 debacle, but I'm at least slightly uneasy at the idea. Note that "uneasy about" does not mean "opposed to", but it does mean that I'm treading with caution. Most of the time in SC4, I'd just play one "big map" in a region and leave it at that.

With that said, if the regional map is mainly for show, then I won't consider it one way or another with regards to buying the game or playing it. If there are connections, though, then I'm going to have a wait-and-see attitude on whether I approve it (I'll confess that I'll still buy it as long as the connections aren't mandatory). My main thought on that front, though, is that with RAM and graphics card capabilities running away with themselves these days (I'm seeing laptops with 16GB available on the high end, and I got one with 8GB last week for $700+sales tax; graphics cards are also on the march as well), there's no reason that we're not going to be able to see a continued long-run trend in larger maps, etc. (I'd like to see what SC4 could do on some of the highest-end systems out there today), and I've never been a fan of having to "switch maps" between games to improve my situation in one map/game.

Edit: I did want to echo the request for a random map generator and/or a better system of producing new maps than CiM had. Going "by hand" for a massive map got quite old rather quickly.
 
Last edited:

David Comnenus

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Thanks for the reassurance. I couldn't even figure out what he was saying, that was all...though to be fair, he's from the US, so he doesn't seem to have the ESL excuse that a number of folks on here might otherwise have for chaotic language skills.