Warhammer 40,000: Space Marine 2

Warhammer 40,000: Space Marine 2

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Brenoso Sep 10, 2024 @ 8:42pm
This game would REALLY benefit from procedural map generation
Look, the game is great, but i KNOW that it will get stale after a few weeks. Since the progression is very slow, i see myself forced to do the same 6 missions 27 times to achieve the cool armor i look forward to.

The issue is, it's impossible to not get bored after doing the exact same missions 4-5 times each, no matter if i change the difficulty.

Idk how possible is it, but they should REALLY look into making procedural operations (with procedural map generation) a thing, and look, i've heard that the devs said that it's not possible to do due to the engine, but that can't be true, if it is possible in autodesk, unreal, unity, gamemaker, godot, etc... Then it's possible on swarm engine too, just probably not supported through specific tools.

anyway, i really hope they add this because it would reeeeeeeally help with this game longevity.
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Showing 1-13 of 13 comments
phlux Sep 10, 2024 @ 8:48pm 
The thing is, even if they made it possible by extending the engine, the generated maps couldn't compare with the already existing hand crafted maps in terms of fidelity and probably even map flow.
So people would complain about them, alot, which just leads to negative attention and an angry community all while taking away developer time for new hand crafted maps, game modes etc.

I agree it would be a great thing to have if we had it in a good version but i totally understand the devs not taking the risk and effort it would take to even try.
Brenoso Sep 10, 2024 @ 9:04pm 
Originally posted by phlux:
The thing is, even if they made it possible by extending the engine, the generated maps couldn't compare with the already existing hand crafted maps in terms of fidelity and probably even map flow.
So people would complain about them, alot, which just leads to negative attention and an angry community all while taking away developer time for new hand crafted maps, game modes etc.

I agree it would be a great thing to have if we had it in a good version but i totally understand the devs not taking the risk and effort it would take to even try.

It really doesn't need the same level of fidelity, it just needs to have some level of generation, like, they could make 200 "rooms" that can connect to each other to make a game mode that are operations inside of bases, or anything of the sort.

The thing is, i think all the effort they'll put in customization, adding new enemies, new pvp game modes, etc, will be completelly worthless if there isn't actual content to use these cosmetics in.

I can already see myself getting halfway to achieving the top cosmetics and getting bored, so the roadmap they released will definetly not be sufficient to keep a great portion of the playerbase hooked.

I can understand why they didn't do it at first, but i reeeeally think that they should reconsider. I've already implemented procedural generation (although much simpler) in a videogame before. Codewise it's not that complex (unless you want to add uneven terrain and stuff like this), the more time consuming part would be to create the handmade assets/rooms to achieve this.

TL;DR: i think there's still time to reconsider, it could revitalize the game in a year and i really think that if they don't do this, they lose a gigantic oportunity since they hold the ONLY game of the wh40k franchise that's an action shooter where you play as a space marine.

Last but not least, let's be real, if the war is endless, nothing more fitting than having endless missions for our space marines to fight until death arrives right?
Last edited by Brenoso; Sep 10, 2024 @ 9:05pm
Draescan Sep 10, 2024 @ 9:05pm 
Devs had already stated it won't be added. Game wasn't made with it in mind so they'd have to basically redo a lot of stuff from the ground up to make it happen.
Brenoso Sep 10, 2024 @ 9:09pm 
Originally posted by Draescan:
Devs had already stated it won't be added. Game wasn't made with it in mind so they'd have to basically redo a lot of stuff from the ground up to make it happen.

they lost a perpetual money making machine then. Back to helldivers in a week then while i wait for someone to make anything remotelly close to that in wh40k universe. One can only dream...
Paper Rival Sep 10, 2024 @ 9:17pm 
Totally agree that it would have helped a lot with replay value, but I don't see it happening if it's not something that the devs had in mind from the start.

I also think regardless of the new maps, the combat is going to get old for the vast majority of players quickly and new maps can only do so much.

To be fair, it never was exactly a live service game in the same way Helldivers or Darktide is intended to be.
Brenoso Sep 10, 2024 @ 9:24pm 
Originally posted by Comedown Machine:
Totally agree that it would have helped a lot with replay value, but I don't see it happening if it's not something that the devs had in mind from the start.

I also think regardless of the new maps, the combat is going to get old for the vast majority of players quickly and new maps can only do so much.

To be fair, it never was exactly a live service game in the same way Helldivers or Darktide is intended to be.

True, that being said, they need to at least speed up the progression in the game A LOT, because i can't see even a third of the playerbase achieving the coolest gear since most ppl will be done with the game before that.
Vindred Sep 10, 2024 @ 9:36pm 
I wish that whenever they release future successor chapter colors, they would also make a new Operation with a story taken from the founding chapter's lore.

Procedurally generated maps would be cool and all, but I'd sooner take a slower drip feed of new handcrafted stuff over it.
Paper Rival Sep 10, 2024 @ 9:39pm 
Originally posted by Brenoso:
Originally posted by Comedown Machine:
Totally agree that it would have helped a lot with replay value, but I don't see it happening if it's not something that the devs had in mind from the start.

I also think regardless of the new maps, the combat is going to get old for the vast majority of players quickly and new maps can only do so much.

To be fair, it never was exactly a live service game in the same way Helldivers or Darktide is intended to be.

True, that being said, they need to at least speed up the progression in the game A LOT, because i can't see even a third of the playerbase achieving the coolest gear since most ppl will be done with the game before that.

Yeh, I'm not even going to bother with the progression at this rate. Just a way to artificially extend playtime for people that are happy to grind all the unlocks.

Personally, I'm going to move on as soon as the game gets stale which I can already see on the horizon with the current combat system.

Can only watch the same QTE so many times before it just gets old.
Baelfyr Sep 10, 2024 @ 9:43pm 
After watching two literal bot people get lost on the first op map (both lvl14, by the way), I'm going to have to vote hard no. Some of you couldn't find the nose on your face if the lights were off.
Brenoso Sep 11, 2024 @ 8:20am 
Originally posted by Baelfyr:
After watching two literal bot people get lost on the first op map (both lvl14, by the way), I'm going to have to vote hard no. Some of you couldn't find the nose on your face if the lights were off.
That's funny, I can't even begin to understand how would you get lost in that map.
Mutant1988 Sep 11, 2024 @ 8:23am 
Making something like procedural maps if the game isn't built for it from the outset is a massive task.

You're probably better of asking for semi-dynamic maps, with preset geo and variable props and routes.
fangtooth Sep 11, 2024 @ 8:57am 
I think random generated maps isn't the best solution for creating variety. I haven't bought Space Marine 2 (yet) as the price is a little steep for me when I look at the amount of content(Missions, classes, weapons and enemies), so I don't know anything about the enemy variety in these coop-scenarios. I have however played an obscene amount of DRG and soon Darktide as well (Crafting update incoming).

DRG's cave generation system is one of the best when it comes to creating varied maps, while in Darktide the missions and the maps are always the same. Darktide handles the variation by having a large enemy roster and always seems to mix it up for a different challenge. The fact that weird class mixes are far more prevalent in Darktide compared to DRG also adds to that, there is a bit more pressure and depth to the combat which also is nice.

As long as there is a good class system, deep combat and large enemy variety:
Good handcrafted maps > Random generated maps.
ONI Sep 12, 2024 @ 10:02am 
if they wanted to do random maps using the chaos realm would be an easy way to implement it.
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Date Posted: Sep 10, 2024 @ 8:42pm
Posts: 13