

Remember that inconsistency can make a game appear more natural when done right, and is ultimately a show of building prowess. you want a detailed slope with rocks jutting out, so use meshes, but for the rolling hills behind, use Roblox grass coloured the same as the mesh grass. It could be an idea to have a mixture, i.e. Ultimately, the number of focal areas your game commands relies on its size as previously mentioned.Ĭreating this world is a different matter and you should always remember that no matter how hard you try, all forms of terrain (be it Roblox’s terrain system, meshes, or bricks) produce lag in excess, although they do not produce lag fundamentally. Again, setting the map asunder forces exploration.) I don’t know if you’ve played this game, but the map itself is dichotomised by a very large viaduct. Harry Potter and the Order of the Phoenix (here, the castle is the only really large part of the map, but as the castle is large enough, it has its own focal points within.Eastshade (again, this river is completely fundamental in player exploration.).Kingdom Come: Deliverance (notice the positional importance of the river it forces players to explore the world to meander around it.).a derelict town on one end of the map, a forest on another, a castle on another, etc.) Of course, this is all dependent on the size of your map I wouldn’t recommend making the map too cluttered.Įxamples of large maps with multiple foci may be: one city, one castle) but around multiple areas (e.g. Large open world games are best when the map is not exactly focal around one area (e.g. Thank you in advance as this’ll be very helpful to me and hopefully others looking to make a similar style of game! (Optional) How to create a story or narrative within a large open world game.Which is more optimal for a build of this kind in terms of the landscape? (Meshes, terrain or parts?).How to create a large open world map to a high level of quality.I was wondering if anyone has some advice on how to plan and create these open world games maps.


Now the issue I’m having is a efficient and useful way to plan and create a open world map, terrain tools are useful but a bit more dexterous for larger maps and I don’t think it’d be feasible at this rate. Now I’m not sure yet what the game will be based around but I was looking at a more down to earth concept like the Far Cry series. Hello there, I’ve been spending most of my time building showcases here and there and I’m really intrigued and interested in creating a full open world games.
