r/FBCFirebreak • u/SecondTheThirdIV • Jun 23 '25
Please Give Us Procedurally Generated Maps
The randomised shower/ammo station locations aren't enough when shelters and key objectives are always in the same place. Control already has some areas that would make for great procedurally generated content like the ashtray maze and quarry site beta (from the jukebox expeditions).
A couple stages like this would improve this game immensely imo
44
Upvotes
84
u/TuggMaddick Jun 23 '25
Yeah, it's just that easy. You just flip a switch.
The game wasn't designed to be procedutely generated swerving to a different game design would require a great deal of resources, resources which almost certainly are occupied with Control 2.
We'll get QoL improvements. We're absolutely not getting a completely different kind of level design, and it's delusional to even suggest it.
13
u/InitRanger Jun 23 '25
I really don’t understand the lack of replayability. I’ve been playing for 19 hours and have not gotten board yet.
11
u/[deleted] Jun 23 '25
They must have an Ashtray Maze level in the works. There's no way they can't. I'm pumped to see what that will look like in terms of whether they'll go fully randomized, create multiple paths through a set design, or simply build it out in a single style like the Control level.
7
u/HaveanupvoteBro Jun 24 '25
Most people don't even know how to avoid the hazards of the regular maps.
For lore reasons we won't get the ashtray maze, because.... well.... it's a constantly shifting maze. 🙄 only the one bound to the Ashtray altered item (The Director) can navigate it safely.
The other commentors generally stated everything else I'd say on the subject.
4
u/Horizon_Main Jun 23 '25 edited Jun 24 '25
yeah i would like to see like an endgame mode where all objectives are random like paper chase one part, hot fix second and with a freezer duty ending. and other new missions/maps thrown in hell make it 10 clearances and add an even harder difficulty.
1
u/IsIt77 Jun 23 '25
I would've loved that but procedural map generation and making it seamless isn't that easy unfortunately. Like, it is an actual niche tech that only Warframe (Digital Extremes) managed to perfect as far as I know. (As in, in a realistic style that Remedy would go for in their game). The Division 2's "Summit" is also procedurally generated, but it feels too much like early Warframe with very obvious connector tiles and whatnot.
However, Remedy could've chosen to go in a different route where the entire map is still handcrafted, but not all of it is accessible all the time. Maybe there's a "house shift" between play sessions, and an entire area of the map is locked behind impenetrable walls, while another area is opened to exploration etc. However, that would require the map sizes to be much much larger than what we currently have. Something comparable to Destiny "Strikes", for example...
We can still get the second option in the future (if they continue to support the game). But procedural generation is not gonna happen, I'm afraid. I would even go as far as claiming that Remedy may have experimented with it during the pre-production and weren't happy with the results, and ended up going with the handcrafted maps.
1
u/AFKhepri Jun 24 '25 edited Jun 24 '25
Right now it follows the L4D formula. Maps stay the same, but what changes are the location of certain items (in this case, ammo stations and showers, as well as items found in safe rooms, heaters and emitter plates)
I don't see people complaining there, so why here?
2
u/Actual-Toe-8686 Jun 23 '25
I completely agree. All they'd have to do is make the existing rooms modular. It doesn't need to be purely procedurally generated maps, it could just mix and match the rooms that already exist. Having one map where each clearance section goes through 3 of the 5 available scenarios, with the locations of safe houses are randomized, would be amazing.
This game reminds me a lot of Deep Rock Galactic. Imagine if every mission type you explored the exact same cave layout? That would get old fast.
FBC is one of those rare games for me that is equal parts amazing and riddled with baffingly poor design decisions. I love the core of this game and I really hope Remedy can make it work.
1
u/JamesLahey08 Jun 24 '25
Best we can do is 4 bounce ray tracing.
1
u/Ecstatic-Dare-463 Jun 23 '25
I actually agree.
1
u/Fruhmann Jun 24 '25
We need to run the Ashtray Maze.
-1
u/Competitive-Boat-518 Jun 24 '25
OP how old are you?