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Idea for AoS
Posted: Mon Mar 18, 2013 9:50 am
by Steven1998
Even though AoS is a game with low graphics, when i play it it feels like real war because of the maps and the way its played. And I have a question. Can we make bigger maps for the game? Can we have more than 32 players on one server? I mean, imagine bigger maps with 64 players! That would be amazing in my opinion!I dont know if this can happen but im just making a suggestion!

Re: Idea for AoS
Posted: Mon Mar 18, 2013 9:55 am
by rakiru
If it could happen, it would have already. The best we can do is either rewrite the game or write a similar game (see Iceball).
Re: Idea for AoS
Posted: Mon Mar 18, 2013 10:43 am
by TB_
I'm a little curious, what is the technical limits for the map size?
Re: Idea for AoS
Posted: Mon Mar 18, 2013 5:50 pm
by Buffet_of_Lies
TBS wrote:I'm a little curious, what is the technical limits for the map size?
512 blocks wide by 512 blocks long by 64 blocks high
Re: Idea for AoS
Posted: Mon Mar 18, 2013 6:01 pm
by Sonarpulse
The actual voxlap *.vxl format supports much bigger, but ken stripped the headers so that's the AoS limit. Thus there is no reason that a remake can't support much bigger.
Re: Idea for AoS
Posted: Mon Mar 18, 2013 7:24 pm
by TB_
Buffet_of_Lies wrote:TBS wrote:I'm a little curious, what is the technical limits for the map size?
512 blocks wide by 512 blocks long by 64 blocks high
Oh man. I need to start explaining things better.
I was actually wondering what stopped Ben for making bigger maps. If it was something technical, or it was just servers being laggy.
Re: Idea for AoS
Posted: Mon Mar 18, 2013 8:00 pm
by Articsledder
TBS wrote:Buffet_of_Lies wrote:TBS wrote:I'm a little curious, what is the technical limits for the map size?
512 blocks wide by 512 blocks long by 64 blocks high
Oh man. I need to start explaining things better.
I was actually wondering what stopped Ben for making bigger maps. If it was something technical, or it was just servers being laggy.
I'm unsure about maps, but I remember him saying that there were limits on voxlap that set the player limit at 32, otherwise he would have added support for more players or something
Re: Idea for AoS
Posted: Mon Mar 18, 2013 8:02 pm
by Cajun Style
T_T That's not an idea.
I think it is the networking protocol that is inefficient; not much bandwidth to push in more map changes.
Re: Idea for AoS
Posted: Mon Mar 18, 2013 8:04 pm
by Buffet_of_Lies
I seem to recall there were some early servers that had higher player limits... for some reason I remember 128 player server but maybe it was 64. But I also suspect that they were just listed that way on the server list like it was some sort of spoof hack or something.
Re: Idea for AoS
Posted: Mon Mar 18, 2013 9:23 pm
by Sonarpulse
Proof:
http://aoswiki.rakiru.com/index.php/Ace ... ition_Data
Since floating points are used for position, the protocol shouldn't put a real hard limit on map size.
http://aoswiki.rakiru.com/index.php/Ace ... Input_Data
Max players definitely was described as a bandwidth issue. Player ID is an unsigned 8-bit integer, so up to 256 players could be supported???
Re: Idea for AoS
Posted: Mon Mar 18, 2013 9:28 pm
by Jdrew
If it is true then Iceball should support 64 payers at launch. Right now we could try increasing the limit for iceball by about 2 here and there then have events to test it. I have an idea..
Re: Idea for AoS
Posted: Thu Mar 21, 2013 9:20 am
by TB_
Buffet_of_Lies wrote:I seem to recall there were some early servers that had higher player limits... for some reason I remember 128 player server but maybe it was 64. But I also suspect that they were just listed that way on the server list like it was some sort of spoof hack or something.
I remember some servers had a fake playercount number. Like 500+.
The limit was still 32 ingame though.