Forum Discussion

anthonydyer's avatar
anthonydyer
Seasoned Traveler
7 years ago

New map system

I never liked how TS4 has that cartoon map of the city when you are about to pick a lot. There is no way to add new lots and TS4 worlds are very small to begin with. Therefore I have 2 propositions that would help solve the problem.

Proposition 1: Get rid of the cartoon map and replace it with a realistic map similar to TS2. You can see the city as it is, then you pick a lot, and play it. You can add new lots to the map.

Proposition 2: Keep the cartoon map, but allow the ability to make copies of a city and be able to easily travel between them. For example, you can have two oasis springs, but they will contain different lots.

Vote and tell me what you think

EDIT: Darn it! I left one out. Another option is to add more lots & districts to the cartoon map.
  • I don't think the first proposition is possible, there's no "whole towns" in TS4, they're all devided into neighbourhoods and I can't imagine how they would show them in 3D.
  • anthonydyer's avatar
    anthonydyer
    Seasoned Traveler
    "Dracon;c-16283756" wrote:
    Hopefully the Sims 5 has a semi Open World feature, or a full Open World. If there is one thing that is really holding Sims 4 back is the lack of open world. With modern technology I am sure the game could be as smooth as Sims 4 and not as buggy as Sims 3


    @Dracon Exactly! Think about how things were back in 2009 when TS3 first came out. Computers have come a long way.

    I have played TS3 for console and they have a true semi-open feature. You are free to roam about the district you are in. This includes neighboring houses. If you want to enter another district, you need to use the map.

    The TS3 open world feature worked. It had a few flaws, but that can certainly be fixed. I like how everything you see in TS3 is real. TS4 has all these fake buildings and structures. A game from 2004 (TS2) that ran on Windows XP/2000 is kicking TS4 in the butt.
  • "paradiseplanet;c-16281637" wrote:
    "Anthonydyer;c-16281158" wrote:
    @Sigzy05 You are right when it comes to the mini-worlds. I have a house in Newcrest and I wondered if I could see a restaurant located in another district. I couldn't find it, so therefore TS4 worlds consist of several mini-worlds. :s

    I would love to see proposition 1 occur. Proposition 2 if P1 cannot occur. My 3rd idea about adding more districts to the cartoon map probably is the most realistic solution. I just find the worlds so small.

    I wonder why they did this mini-world setup.


    To perhaps make it a lighter load on those who play but don't have the strongest computers? And maybe to also make it cheaper..?


    From what I read this is the case. TS3 ran into memory issues, which we will remember well as the game would crash, corrupt saves, and run really poorly as our worlds got more and more complex. By compartmentalizing the worlds into smaller chunks, it allows the game to run smoother while sacrificing the openness of the previous version.

  • Sigzy_29's avatar
    Sigzy_29
    New Spectator
    "John_Citron;c-16285435" wrote:
    "paradiseplanet;c-16281637" wrote:
    "Anthonydyer;c-16281158" wrote:
    @Sigzy05 You are right when it comes to the mini-worlds. I have a house in Newcrest and I wondered if I could see a restaurant located in another district. I couldn't find it, so therefore TS4 worlds consist of several mini-worlds. :s

    I would love to see proposition 1 occur. Proposition 2 if P1 cannot occur. My 3rd idea about adding more districts to the cartoon map probably is the most realistic solution. I just find the worlds so small.

    I wonder why they did this mini-world setup.


    To perhaps make it a lighter load on those who play but don't have the strongest computers? And maybe to also make it cheaper..?


    From what I read this is the case. TS3 ran into memory issues, which we will remember well as the game would crash, corrupt saves, and run really poorly as our worlds got more and more complex. By compartmentalizing the worlds into smaller chunks, it allows the game to run smoother while sacrificing the openness of the previous version.



    TS3 was released in 2009 and made much before that. It ran on 32bit too. I hope EA has learned how to efficiently code open worlds now.