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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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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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.
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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.
*
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.
*
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.
*
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.
*
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.
*
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.