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Explore the update to Summoner's Rift

Creator: Wayne3100 November 6, 2014 3:41pm
Wayne3100
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Permalink | Quote | PM | +Rep November 6, 2014 3:41pm | Report

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Riot made another news thread for this video, but I'm not going to post it separately:



"Check out the update to Summoner's Rift as it nears open beta with this preview of the revamped map."


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Darealone
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So I can still flash over the same walls?
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Darealone wrote:
So I can still flash over the same walls?


No. You see, in current SR, if you flash into an area deemed unwalkable (the middle of a wall), the game will simply push you to the nearest piece of ground you can actually walk on. This leads to some awkward flashes because people are aware they can flash over big walls, but not usually sure of how far they have to click.

Riot's basically saying that any wall with obvious height to it (The bigass wall around the buffs) are no longer able to be flashes over in this manner.

AT LEAST I THINK THAT'S HOW IT WORKS, someone feel free to fact check me there.
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Nope, that's not quite how it works. They're saying it's now easier to flash over walls like at blue since it's easier to see just how thick the wall is and stuff. Whereas before, with the flash from blue to baron, there was a little dip to a "lower level" so it made the wall seem different sized and harder to flash over.
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Um no I'm pretty sure they're saying you just can't flash through walls anymore. Yep, I'm positive that's what they're saying.
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Basically the map consists of two layers: the graphical layer and the collision layer.
The graphical layer is what you see on the screen. Rocks, paths, trees and other stuff.
The collision layer is what the game uses to know what's a path and what's not. It describes what parts of the map can't be walked through, where the walls are, how thick they are. The player doesn't see this layer. The graphical layer is supposed to show the player what the collision layer looks like, like the walls and rocks you see, so that you for example know where you can't walk and where you can flash over.

In the old map, it wasn't always clear what was a "wall" and what wasn't from the graphical layer. Take the north red buff for example. The graphical layer shows a circular open pit, while in the collision layer it's some edgy shape. Take the southwest corner of this pit for example. What looks like walk-able terrain in the graphical layer was described as a wall in the collision layer. So if you want to flash in the red buff pit, and you see this open spot, you think "I can just barely make that flash over this wall". But because in the collision layer the wall is actually thicker the space you thought was open was actually part of the wall in the collision layer, the flash fails.

In other words, the graphical map did not always clearly represent the collision layer. The new map aims to improve this. That's the first thing they're trying to say.

The second thing they did to help you guess whether you can flash over something or not, is making walls that are very hard or impossible to flash over look like high rocks instead of some ****py tree, while making the walls which are easy to flash over look like smaller rocks or grassy terrain. If you follow the tour, the point where they have their "Fail flashes be gone!" talk, compare the walls south of the blue buff to the walls norteast to it. The south walls (which are easy to flash over) are represented much "lower" in the graphical layer than the thick wall southwest (which is hard to flash over, impossible from some angles).

EDIT: With "basically" I mean it's (probably) not that simple, but this is just to explain the idea.
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