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Thread Statistics | Show CCP posts - 11 post(s) |
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CCP Frame
C C P C C P Alliance
1643
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Posted - 2013.11.01 01:20:00 -
[1] - Quote
In today's dev blog CCP Stiffneck together with CCP Tigris and CCP LogicLoop is talking about all things terrain, terrain elements and creation of a battlefield in DUST 514.
Read the full dev blog right here, and feel free to give us your feedback right here, in this thread!
CCP Frame
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CCP LogicLoop
C C P C C P Alliance
1164
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Posted - 2013.11.01 01:55:00 -
[2] - Quote
Aeon Amadi wrote:Excellent blog. Loved the more 'hand-drawn' feel to the map pathing to show the common viewer how the process works. One thing I would like to say though is that there are still instances where snipers can make continual headshots or have significant advantages in certain areas. Manus Peak, the team starting on the south side can field a sniper and have a direct line-of-sight on Alpha from the start of the map directly from their redline and can keep the northern team off of the objective for as long as he has ammunition. Another instance that I've seen is that in some cases a clever sniper will deploy a vehicle of some description in a small dip in the map in their redline, giving him total and complete cover from all sides (one from the LAV, two from the terrain) that he would be fired from - the rest being too far into the redline to make a difference. The only way to remove this threat (being as he has direct line of sight with anyone who would try to kill him) will often always be an orbital strike. This is both a combination of game design mechanics and terrain tying into one another. None more notorious is the Orbital Artillery Outpost's 'Forge Tower', which being linked to the Cargo Hub infrastructure in PC will almost always be the play the is run in every match. The first team to get a dropship to the tower has Alpha permanently covered, and a large portion of the rest of the outpost as well - often times the opposing team is unable to rid them off of the tower due to the forge gun taking out dropships (the only way to get up there) unless with an orbital strike, being the only 100% efficient means. With that out of the way, I would like to say that you guys are doing a great job so far and the Gallente Research Facility is especially fun as it allows for more intense, close quarters combat and I always have fun when I play it. Looking forward to what you guys put out and definitely hoping to see more of that. ..... but I'm still convinced that the outposts should reflect the racial playstyle!
You are talking about areas that are far behind our current standards. We will eventually address them. Manus Peak is a great example of how we do NOT want to make battlefield areas any more. Orbital Artillery is being re-designed entirely (as we speak, I am on it). Production Facility will soon be coming your way. OWN IT!
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CCP Stiffneck
C C P C C P Alliance
56
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Posted - 2013.11.01 02:46:00 -
[3] - Quote
SILVERBACK 02 wrote:IN B4 ANYONE ELSE! water!!!!! OCEAN!! HIT THE BEACH ;)
We MIGHT have WATER in the future as we don't have mechanics to support this feature currently. So relax~~ |
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CCP Stiffneck
C C P C C P Alliance
57
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Posted - 2013.11.01 03:21:00 -
[4] - Quote
SILVERBACK 02 wrote:i think its awsome how the maps are really coming together now and every bit of new content inncoperates a new gaming experience with it :) iv noticed that on several of the maps you can see OTHER maps outside of the "red zone"
is this a glimpse into the future vision of DUST 32v32 MAPS with 9 objectives over an espansive map of 3 objective clusters!!
i.e............ ................................. A "super" NULL CANNON ............................................... B C
player spawn* ............................................................................................. player spawn *
................. D "super" NULL CANNON ................................... G "super" NULL CANNON .............. E F ...................................................................... .... H I
have you guys considered this... is this on the road map? (way down the line)
i really see the potential but the performance issues of the ps3 may be a drama..
ps. sorry my example is really bad :/
No problem~ I got you. There is the plan from our creative director. The maps we designed need to fulfill the game mode "conquest" , which means you have the chance to have all battlegrounds available at the same time and travel between them. I don't know when it will come to true and how many players it will support. But it should be there in the near future.
About the general view map you saw in the blog. You guys only play 3 sections of this map. They are Spine Crescent , Ashland and Iron Delta. This terrain was designed at the end of 2012. For some reasons, there were 2 battlegrounds we didn't have time to finish them. But who knows, maybe you will find them on live some day:)
Thanks for supporting |
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CCP Stiffneck
C C P C C P Alliance
58
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Posted - 2013.11.01 03:55:00 -
[5] - Quote
Aero Yassavi wrote:^Conquest on the Craters map would be awesome if say you start out on Border Gulch, head over to Fractured Road, then everyone takes a mad dash down the crater side into Impact Ridge.
Yes, you have
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CCP LogicLoop
C C P C C P Alliance
1173
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Posted - 2013.11.01 05:42:00 -
[6] - Quote
Tallen Ellecon wrote:The socket system is great. Keep adding maps and sockets and we might have enough diversity to have each district be unique. I don't know if the map guys are the same as the skybox guys but I'd like to see way more skyboxes.
Skyboxes we refer to as "moods". They are actually a separate level that is streamed in. They are working on more. Don't worry. We know we have a lot of various planet types and day / night cycles and scenarios to cover. |
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CCP Stiffneck
C C P C C P Alliance
61
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Posted - 2013.11.01 05:48:00 -
[7] - Quote
Tallen Ellecon wrote:The socket system is great. Keep adding maps and sockets and we might have enough diversity to have each district be unique. I don't know if the map guys are the same as the skybox guys but I'd like to see way more skyboxes.
I think you are talking about "mood guys". Actually in most time there is only one guy working on all moods. Don't worry, there will be more moods come out. |
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CCP Stiffneck
C C P C C P Alliance
61
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Posted - 2013.11.01 05:48:00 -
[8] - Quote
CCP LogicLoop wrote:Tallen Ellecon wrote:The socket system is great. Keep adding maps and sockets and we might have enough diversity to have each district be unique. I don't know if the map guys are the same as the skybox guys but I'd like to see way more skyboxes. Skyboxes we refer to as "moods". They are actually a separate level that is streamed in. They are working on more. Don't worry. We know we have a lot of various planet types and day / night cycles and scenarios to cover.
Oops |
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CCP LogicLoop
C C P C C P Alliance
1173
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Posted - 2013.11.01 05:57:00 -
[9] - Quote
CCP Stiffneck wrote:CCP LogicLoop wrote:Tallen Ellecon wrote:The socket system is great. Keep adding maps and sockets and we might have enough diversity to have each district be unique. I don't know if the map guys are the same as the skybox guys but I'd like to see way more skyboxes. Skyboxes we refer to as "moods". They are actually a separate level that is streamed in. They are working on more. Don't worry. We know we have a lot of various planet types and day / night cycles and scenarios to cover. Oops
I'll take my leave and let you take care of this thread Mr Stiffneck. hehe |
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CCP Stiffneck
C C P C C P Alliance
62
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Posted - 2013.11.01 06:09:00 -
[10] - Quote
Avinash Decker wrote:I was asking CCP logicloop about map design , all the stuff takes up a lot of memory including terrain , so because that and budget they couldn't do certain things. I asked if it's possible to make a map that is smaller , but have more unique aspects that doesn't appear on the larger maps(like better textures , movable objects , etc. Although he didn't say these specific things are possible these are some examples I just thought of now.) he said they can , but it is not part of the future plan. I asked a question( at a much later date ) , but CCP logicloop hasn't answer yet .
Is it possible to test a small map and see how much you guys can do with it?
Smaller terrain will have some help on budget, but not too much. The density of objects is more important. You can tell the difference from Manus Peak and Border Gulch. We had some improvement and we'll keep doing this. Moving stuff is very cool. But if you can throw bullets on them, synchronize between server and client could be a problem. Maybe some programmers can answer you. Personally, I'd like to have destructible environment first. |
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CCP LogicLoop
C C P C C P Alliance
1175
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Posted - 2013.11.01 07:03:00 -
[11] - Quote
Heinz Doofenshertz wrote:CCP LogicLoop wrote:CCP Stiffneck wrote:CCP LogicLoop wrote:Tallen Ellecon wrote:The socket system is great. Keep adding maps and sockets and we might have enough diversity to have each district be unique. I don't know if the map guys are the same as the skybox guys but I'd like to see way more skyboxes. Skyboxes we refer to as "moods". They are actually a separate level that is streamed in. They are working on more. Don't worry. We know we have a lot of various planet types and day / night cycles and scenarios to cover. Oops I'll take my leave and let you take care of this thread Mr Stiffneck. hehe Why have you not logged into IRC in 4 days sir.
Busy |
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