Hellscrag wrote:
Any playable release of the existing BfNP content would require considerable time and effort to produce anyway. Developing the content for RD, on the other hand, would offer the advantages of there being a substantial game framework already in place, a degree of additional urgency to motivate work and, potentially, additional manpower (not least Prophet himself), not to mention commitment in general from an existing dev team.
Based on our previous BfNP-related announcements, it would honestly be foolish to expect any BfNP map content to put in an appearance prior to the release of RD anyway. This way, if this all goes ahead, you will get a better quality and more coherent gaming experience, potentially considerably more quickly.
Exactly my stance as well. The current policy regarding BFNP before this thread was "shelve it until RD is released," in which case it was understood between team members that content inbreeding was going to happen anyway to complete the project, in theory. But this was a couple years ago, the member merge did not do even remotely what we hoped it would for RD's development, and to be honest...a full BFNP pack in its original scope and context just isn't going to happen.
Hellscrag wrote:The subleveling system is obviously the more cross platform-compatible solution. What concerns me is that a lot of the BfNP maps that are cresting the node limit can't actually be subdivided in that way - in pursuit of conceptual grandness, they are often conceived as a single interlinking place rather than a series of places, and some have a non-linear layout.
Proph - I'm trying to achieve a build of the Coastal Fortress with nothing invisible / missing, but I'd forgotten just how bad things were getting, node-wise. Fingers crossed I'll be able to do it.
There's always going to be a case where a map is designed in a way where it can't be split up. There are a few hefty RD maps that are like this, where they were constructed early in the development and were done so in a way that the layouts have to stay as is. In my experience, there are always ways to get a level to work the way you want it to.
As for the Coastal Fortress, I eagerly await a viewable version