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Celus Ivara
DUST University Ivy League
131
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Posted - 2013.11.22 06:51:00 -
[1] - Quote
Hey, not a map idea, but a suggestion for this sub-forum: Can you add a sticky listing the various near-term and medium-term technical, design, and lore limitations for maps?
While I don't want to discourage anyone from offering bold/passionate/skys-the-limit ideas for maps (those are great, and I hope we hear tons of those!), there are also many people who're willing to attempt to find cool ideas that work within the present limitations of the game. |
Reav Hannari
Red Rock Outriders
1909
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Posted - 2013.11.22 20:51:00 -
[2] - Quote
This is an excellent overview of how CCP takes the big 5KM by 5KM terrain maps and turns it into a battlefield for us:
http://dust514.com/news/blog/2013/11/battlefields-of-dust-514/
and an older one on outposts and the surface infrastructure sets:
http://dust514.com/news/blog/2013/05/outposts-level-design/
// Logistics / Scout / Dropship Pilot Trainee // https://twitter.com/reesnoturana
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Celus Ivara
DUST University Ivy League
133
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Posted - 2013.11.24 08:30:00 -
[3] - Quote
Thanks for the links. :) There's some good data in the Forest Map discussion, starting here: https://forums.dust514.com/default.aspx?g=posts&m=1371367#post1371367 Also, lot's of great technical details in here: https://forums.dust514.com/default.aspx?g=posts&m=1210243#post1210243
But that is kind of my point, this stuff is buried and scattered all across the forums. It'd be ideal if people didn't have to do an Easter Egg hunt just to provide actionable suggestions.
And there are some key questions I don't know the answers to. - We have mega-scale terrains, but only ever play on a small part of them. Why? Is the tech not there yet, or is the game design incomplete on this? - The goal used to be to have every district be distinct in topography from every other. I think we may have even had this in action at some point, but definitely not now. Why? Were the randomly generated levels not fun? Inbalanced? Buggy? Impossible to download?
...I don't know, maybe a full post describing every single factor in level design would inherently necessitate training the reader in full to be a level designer. Which is impossible. :\
Alright then, in the absence of a post from CCP, let's make this thread a collection of the known knowledge that is out there. If anyone finds any relevant data, drop a link in here, and anyone wanting to understand how the levels are made and what limitations underlie them can have one place to come to. |
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