Pages: [1] 2 3 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 9 post(s) |
|
CCP Eterne
C C P C C P Alliance
1846
|
Posted - 2013.05.30 16:19:00 -
[1] - Quote
Whether you're fighting in close quarters in tight corridors, climbing to the top of buildings to get a better sniper perch, or doing doughnuts with your LAV in a cargo bay, all of the Outposts in DUST 514 were created piece by piece as part of a broader level design. In his new dev blog, CCP LogicLoop explains how the level design team approaches this important task. |
|
Ryder Azorria
Amarr Templars Amarr Empire
394
|
Posted - 2013.05.30 16:20:00 -
[2] - Quote
You appear to be missing something Eterne
Also, FIrst. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
470
|
Posted - 2013.05.30 16:23:00 -
[3] - Quote
I've been waiting to see buildings that look more... Amarr-influenced. |
Reav Hannari
Red Rock Outriders
612
|
Posted - 2013.05.30 16:30:00 -
[4] - Quote
Nice blog.
Why is the word "piece" set to look like a hyperlink but it's not?
What's the racial design for that building? Too slick and bright for Caldari. Doesn't have the normal coloring for the other races. Maybe it'll look totally different with final texturing. |
|
CCP FoxFour
C C P C C P Alliance
16259
|
Posted - 2013.05.30 16:37:00 -
[5] - Quote
Reav Hannari wrote:Nice blog.
Why is the word "piece" set to look like a hyperlink but it's not?
What's the racial design for that building? Too slick and bright for Caldari. Doesn't have the normal coloring for the other races. Maybe it'll look totally different with final texturing.
Wouldn't you like to know! :P I was running around it yesterday. A really nice new outpost. |
|
Dr Accipitradea
Subdreddit Test Alliance Please Ignore
19
|
Posted - 2013.05.30 16:38:00 -
[6] - Quote
So when will we see dynamic terrain elements like Elevators/Conveyor Belts/Teleporters/Launchpads? |
Reav Hannari
Red Rock Outriders
613
|
Posted - 2013.05.30 16:43:00 -
[7] - Quote
CCP FoxFour wrote:Reav Hannari wrote:Nice blog.
Why is the word "piece" set to look like a hyperlink but it's not?
What's the racial design for that building? Too slick and bright for Caldari. Doesn't have the normal coloring for the other races. Maybe it'll look totally different with final texturing. Wouldn't you like to know! :P I was running around it yesterday. A really nice new outpost.
Why yes, I would like to know ya big tease.
I hereby declare it to be a Gallente style Slurm, I mean Quafe production facility. Now, which section has the exotic dancer lounge?
|
|
ChribbaX
Otherworld Enterprises Dust Control Otherworld Empire Productions
407
|
Posted - 2013.05.30 16:49:00 -
[8] - Quote
Wonder if I can do a solo outpost... |
|
Beren Hurin
OMNI Endeavors Reverberation Project
497
|
Posted - 2013.05.30 16:51:00 -
[9] - Quote
Pirate booster manufacturing outpost! We'll be able to make and sell drugs on planets now. |
Klivve Cussler
S.e.V.e.N. Gentlemen's Agreement
142
|
Posted - 2013.05.30 17:40:00 -
[10] - Quote
Lol. Go check the SI Outposts question in the outposts section of the map feedback forum. He mentions that this is the final outpost for the Research SI.
I too would like to see some Amarr buildings. The list of what I want to see on maps is getting pretty long though.
What I'd really like to see, on random maps, are outpost versions of Eve Planetary interaction structures. For a quickmatch, it would be cool to be running through a command post, a spaceport, or an extraction facility. |
|
Reav Hannari
Red Rock Outriders
614
|
Posted - 2013.05.30 17:48:00 -
[11] - Quote
Klivve Cussler wrote:Lol. Go check the SI Outposts question in the outposts section of the map feedback forum. He mentions that this is the final outpost for the Research SI.
Cool, thanks.
|
Castor Crave
United Pwnage Service RISE of LEGION
1
|
Posted - 2013.05.30 17:51:00 -
[12] - Quote
Yay, new Devblog \o/
We need more of these! |
Maximus Stryker
Villore Sec Ops Gallente Federation
491
|
Posted - 2013.05.30 18:07:00 -
[13] - Quote
CCP FoxFour wrote:Reav Hannari wrote:Nice blog.
Why is the word "piece" set to look like a hyperlink but it's not?
What's the racial design for that building? Too slick and bright for Caldari. Doesn't have the normal coloring for the other races. Maybe it'll look totally different with final texturing. Wouldn't you like to know! :P I was running around it yesterday. A really nice new outpost. When? |
lordjanuz
Norwegian Dust514 Corporation Gentlemen's Agreement
121
|
Posted - 2013.05.30 19:06:00 -
[14] - Quote
Maximus Stryker wrote:CCP FoxFour wrote:Reav Hannari wrote:Nice blog.
Why is the word "piece" set to look like a hyperlink but it's not?
What's the racial design for that building? Too slick and bright for Caldari. Doesn't have the normal coloring for the other races. Maybe it'll look totally different with final texturing. Wouldn't you like to know! :P I was running around it yesterday. A really nice new outpost. When?
When thats my question also.... |
Joey-Number1
Maniacal Miners INC The Omega Industries
46
|
Posted - 2013.05.30 19:31:00 -
[15] - Quote
Did anyone actually noticed the new amazing outpost? whats up with you guys.. they are obviously working on plenty new great environments.. just zoom at this one, looks amazing, recognized the amarr style there (maybe actually even gallente) outpost. The corridors and walkways are pretty cool, its all new :D. |
Luk Manag
of Terror
11
|
Posted - 2013.05.30 19:41:00 -
[16] - Quote
How do we know what the very important Surface Infrastructure pieces like the Research Lab look like? Can we have a list of structures and their proper names? |
Ryder Azorria
Amarr Templars Amarr Empire
394
|
Posted - 2013.05.30 19:50:00 -
[17] - Quote
Luk Manag wrote:How do we know what the very important Surface Infrastructure pieces like the Research Lab look like? Can we have a list of structures and their proper names?
- Cargo Hub = Orbital Artillery (The Caldari one with the big cannon with the rings pointing into the sky)
- Production Facility = Biomass (The big blue Caldari structure with the tall towers)
- Research Lab = Communications (The Gallente one that is green and has the single round tower)
List shamelessly stolen from this thread. |
Klivve Cussler
S.e.V.e.N. Gentlemen's Agreement
145
|
Posted - 2013.05.30 20:29:00 -
[18] - Quote
Those are only temporary placeholders, though. The dev blog screens are from the actual final Research PI. Production and Storage are still in the pipe. |
Eggress
Villore Sec Ops Gallente Federation
17
|
Posted - 2013.05.30 22:25:00 -
[19] - Quote
I hate to be negative, but the Dust 514 level designs are easily the worst I have ever experienced in more than a decade and a half of FPS gaming.
Marathon levels had better flow. Open-battlefield has never been done worse.
Again, I hate to be negative but this needs to be said. Learning to move through these maps is an endless chore of memorizing dead ends and which stupid little bumps will bring you to a dead stop unless you plan ahead and blow half your stamina jumping over them. |
Klivve Cussler
S.e.V.e.N. Gentlemen's Agreement
146
|
Posted - 2013.05.30 22:31:00 -
[20] - Quote
Eggress wrote:I hate to be negative, but the Dust 514 level designs are easily the worst I have ever experienced in more than a decade and a half of FPS gaming.
Marathon levels had better flow. Open-battlefield has never been done worse.
Again, I hate to be negative but this needs to be said.
I don't agree, but I respect your opinion. Certainly these aren't the highly crafted multiplayer maps of Halo or CoD, but then, they're not supposed to be. They're supposed to be a general terrain with plug-and-play assets, textures, vegetation, lighting, and weather. And while these aren't the best maps I've ever played on, I don't think they are the worst. |
|
Eggress
Villore Sec Ops Gallente Federation
18
|
Posted - 2013.05.30 22:35:00 -
[21] - Quote
If they're so easy to slap together, why have I been playing on iterations of the same map with minor variations in redline for a year and a half? |
Klivve Cussler
S.e.V.e.N. Gentlemen's Agreement
146
|
Posted - 2013.05.30 22:44:00 -
[22] - Quote
I didn't see they were easy to make. I said they were general purpose. However, I take your point about not having very many of them. Based on a couple of comments made during the fanfest and after, I'm guessing that they've recently changed how they craft maps to incorporate the structure system, having reached some sort of dead end. Now they're playing catch-up.
I'm cautiously hopeful that that means we'll see three to five new maps with every update. With two or three big updates a year, that would be enough maps to satisfy me.
I'm also hopeful that they'll go back and update the maps assigned to planets in Molden Heath and other regions when they do release new maps, or the initial planets will be stuck with the first few maps forever. |
S Park Finner
BetaMax. CRONOS.
121
|
Posted - 2013.05.30 23:35:00 -
[23] - Quote
Ryder Azorria wrote:Luk Manag wrote:How do we know what the very important Surface Infrastructure pieces like the Research Lab look like? Can we have a list of structures and their proper names?
- Cargo Hub = Orbital Artillery (The Caldari one with the big cannon with the rings pointing into the sky)
- Production Facility = Biomass (The big blue Caldari structure with the tall towers)
- Research Lab = Communications (The Gallente one that is green and has the single round tower)
List shamelessly stolen from this thread. I support Luk's request. I don't think, though, he meant the overall center piece of the the map. Rather, the names the designers have assigned to the various components.
For example... Line Harvest is one of our oldest maps. It has several iconic features. 1) The "table top" in the center of the map. What is that thing? Landing Pad? Crane Platform? 2) The tall buildings around the edge with the pipes coming out of them. Cooling towers? Extractors of some kind? 3) The two buildings to the North. Warehouses? Hangers? 4) The two buildings in the South East. Administration Complex?
I suspect the designers has a back story for each location and building. For me it would add a lot to the maps and game play to know what they are. |
RydogV
Shadow Company HQ
184
|
Posted - 2013.05.31 00:36:00 -
[24] - Quote
Nice to have a Dev Blog about level/map design. Unfortunately this little tidbit leads my comment on my biggest gripe with the game to date. Now don't get me wrong...huge fan of the game. After nearly a year in I have been willing endured every aspect of closed and open beta growing pains. I have enormous patients when it comes to weapon balance, FPS mechanics and even the lack of game modes.
What I cannot understand is the lack of map variation that exists within the game. When we got into open beta I though...okay things are really going to start rolling out hot and heavy now. Pretty much nothing. Then as we moved closer and closer to release I thought, they have to be holding back some serious material. Nope, we basically got one new map. And now after reading through this Dev Blog I am scratching my head wondering, where are new maps that seem straightforward to create.
Heck even before the Blog, the Dev team seemed to indicate that there were dozens of variations of basic terrain that could be tweaked and reworked to provide something slightly familiar yet not so much. I mean the current Manus Peak feels like closed beta Manus Peak in places but the Null Cannon points are in different locations. Why can't this be done more often, with all terrains (and maybe a handful more)? Sure we see minor changes in basic structures but A, B and C are always in the same place.
You have moved some points around in other maps as well but we keep losing the old versions. It just seems like there should be...more. The generic layouts and "plug and play" I can deal with...but in a universe that is suppose to have thousands of planets with tens of thousands of districts, you think we would be able to at least get a few dozen map variations in the rotation. Anyway, I hate to come across negative and this really is my biggest gripe with the game.
/Waiting to be dazzled |
Aeon Amadi
Mannar Focused Warfare Gallente Federation
1411
|
Posted - 2013.05.31 00:54:00 -
[25] - Quote
Looks like a very interesting map, ripe for abuse for rooftop TAC-users/Snipers.
Beyond that, I honestly would love to see more 'fortress' style sockets like the large square building that was recently implemented (one with the objective inside on a catwalk). It's very fun to have a firefight inside of, though I have to say that players running up the corners to get on the roof defeats the purpose of it a bit.
I'm not opposed to seeing more cat-walk walls with over points that are incredibly defensible. In fact, if the Battle of Whisky Outpost (Starship Troopers) ever becomes a socket, I'd have a nerd-boner.
http://www.youtube.com/watch?v=jPE00A6b9TY
Would work well for a 5-point map on one side, making it all the harder for the enemy to red-line the team. Definitely should only be for outskirt objectives though. |
IMMORTAL WAR HERO
Ill Omens EoN.
0
|
Posted - 2013.05.31 01:27:00 -
[26] - Quote
Klivve Cussler wrote:Eggress wrote:I hate to be negative, but the Dust 514 level designs are easily the worst I have ever experienced in more than a decade and a half of FPS gaming.
Marathon levels had better flow. Open-battlefield has never been done worse.
Again, I hate to be negative but this needs to be said. I don't agree, but I respect your opinion. Certainly these aren't the highly crafted multiplayer maps of Halo or CoD, but then, they're not supposed to be. They're supposed to be a general terrain with plug-and-play assets, textures, vegetation, lighting, and weather. And while these aren't the best maps I've ever played on, I don't think they are the worst.
|
IMMORTAL WAR HERO
Ill Omens EoN.
0
|
Posted - 2013.05.31 01:35:00 -
[27] - Quote
hmmm infantry doesn't sound all that tasty I have a all the money I need so infantry has stopped coming to mind. I run pure vehicles doesn't matter if you're good or not if its not any fun. I just put $200 into this game to buy aur tanks as I speced dropships since there are no aur assault dropships infantry got nerfed so I switched to dropships as they can be the most important if you use them effectively |
inohahna mamotto
Kang Lo Directorate Gallente Federation
31
|
Posted - 2013.05.31 02:02:00 -
[28] - Quote
We need city like battlegrounds |
Terry Webber
Turalyon Plus
77
|
Posted - 2013.05.31 02:29:00 -
[29] - Quote
Since we're talking about outposts, I made a thread that touches on this:
[Request] Tools for Sea Battles in Dust 514
They might not be available for some time but it's worth thinking about it. |
|
CCP LogicLoop
C C P C C P Alliance
58
|
Posted - 2013.05.31 03:06:00 -
[30] - Quote
Aeon Amadi wrote:Looks like a very interesting map, ripe for abuse for rooftop TAC-users/Snipers. Beyond that, I honestly would love to see more 'fortress' style sockets like the large square building that was recently implemented (one with the objective inside on a catwalk). It's very fun to have a firefight inside of, though I have to say that players running up the corners to get on the roof defeats the purpose of it a bit. I'm not opposed to seeing more cat-walk walls with over points that are incredibly defensible. In fact, if the Battle of Whisky Outpost (Starship Troopers) ever becomes a socket, I'd have a nerd-boner. http://www.youtube.com/watch?v=jPE00A6b9TYWould work well for a 5-point map on one side, making it all the harder for the enemy to red-line the team. Definitely should only be for outskirt objectives though. Not quite. We went to a bit of length ensuring snipers have a hard time here. Oh, when you play this map snipers. Definitely stay away from that power core.
Reav Hannari wrote:What's the racial design for that building? Too slick and bright for Caldari. Doesn't have the normal coloring for the other races. Maybe it'll look totally different with final texturing. It is Gallente.
Luk Manag wrote:How do we know what the very important Surface Infrastructure pieces like the Research Lab look like? Can we have a list of structures and their proper names? Well for this one I can tell you for sure.
From the top down view
NW triangular shaped building is Main Research Labs Center of map with the cylindrical stuff are the Power Cores The squarish building attached to those Power Cores is the Weapons Lab
|
|
|
|
|
|
Pages: [1] 2 3 :: one page |
First page | Previous page | Next page | Last page |