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Thread Statistics | Show CCP posts - 9 post(s) |
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CCP Eterne
C C P C C P Alliance
1846
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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. |
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Ryder Azorria
Amarr Templars Amarr Empire
394
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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
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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
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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. |
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CCP FoxFour
C C P C C P Alliance
16259
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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. |
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Dr Accipitradea
Subdreddit Test Alliance Please Ignore
19
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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
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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?
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ChribbaX
Otherworld Enterprises Dust Control Otherworld Empire Productions
407
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Posted - 2013.05.30 16:49:00 -
[8] - Quote
Wonder if I can do a solo outpost... |
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Beren Hurin
OMNI Endeavors Reverberation Project
497
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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
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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. |
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Reav Hannari
Red Rock Outriders
614
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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.
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Castor Crave
United Pwnage Service RISE of LEGION
1
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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
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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
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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
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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
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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
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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
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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
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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
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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. |
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Eggress
Villore Sec Ops Gallente Federation
18
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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
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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
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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
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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
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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
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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.
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IMMORTAL WAR HERO
Ill Omens EoN.
0
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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
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Posted - 2013.05.31 02:02:00 -
[28] - Quote
We need city like battlegrounds |
Terry Webber
Turalyon Plus
77
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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. |
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CCP LogicLoop
C C P C C P Alliance
58
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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
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Terry Webber
Turalyon Plus
77
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Posted - 2013.05.31 03:19:00 -
[31] - Quote
Weapons Lab?! Will we be able to actually try out weapons there? |
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CCP LogicLoop
C C P C C P Alliance
61
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Posted - 2013.05.31 03:50:00 -
[32] - Quote
Terry Webber wrote:Weapons Lab?! Will we be able to actually try out weapons there?
In this case no. I mean you can run around and try out your fitted weapons haha. This was to answer though that we do have some idea of what these buildings are. Some story to them exists most of our design docs. |
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Terry Webber
Turalyon Plus
77
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Posted - 2013.05.31 04:04:00 -
[33] - Quote
CCP LogicLoop wrote:Terry Webber wrote:Weapons Lab?! Will we be able to actually try out weapons there? In this case no. I mean you can run around and try out your fitted weapons haha. This was to answer though that we do have some idea of what these buildings are. Some story to them exists most of our design docs. OK, thanks for answering anyway. |
Aeon Amadi
Mannar Focused Warfare Gallente Federation
1411
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Posted - 2013.05.31 04:07:00 -
[34] - Quote
CCP LogicLoop wrote: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.
Interesting approach. Any plans on re-introducing static Small Turret Installations as per Skirmish 1.0? Wouldn't mind seeing those in certain outpost locations. Those of us that remember them will remember that they were pretty cool =P |
Moonracer2000
Subdreddit Test Alliance Please Ignore
507
|
Posted - 2013.05.31 04:13:00 -
[35] - Quote
It sounds like the designers are putting a lot of effort into putting background story behind each part of an outpost, but like others have said that information isn't really being conveyed to most of the player base.
Everything looks cool and I generally enjoy the game play in outposts, but I have no idea what I'm looking at. Other than cylinder shaped objects I can assume hold "stuff" I rarely get a feeling of function outside of a tactical value in battle.
Some form of official reference listing all of the small, medium and large socket structures with pictures and descriptions would go a long way towards getting into the lore and help give an idea of what activity on the map might be like when people aren't fighting. |
BatKing Deltor
Tank Bros. DARKSTAR ARMY
32
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Posted - 2013.05.31 04:20:00 -
[36] - Quote
I want it!!!
Imagining a organized game instead of an instant battle, can have this team guard these entrances this team patrol between here and that team does this and that.... |
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CCP LogicLoop
C C P C C P Alliance
63
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Posted - 2013.05.31 06:20:00 -
[37] - Quote
Aeon Amadi wrote:CCP LogicLoop wrote: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. Interesting approach. Any plans on re-introducing static Small Turret Installations as per Skirmish 1.0? Wouldn't mind seeing those in certain outpost locations. Those of us that remember them will remember that they were pretty cool =P
We have functional ones yes, but we are at a budget limit at the moment. They should be back at some time but I do not know when. |
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Repe Susi
Rautaleijona Gentlemen's Agreement
460
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Posted - 2013.05.31 07:13:00 -
[38] - Quote
So when do we get map-creating competition?
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bigolenuts
KILL-EM-QUICK RISE of LEGION
20
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Posted - 2013.05.31 07:15:00 -
[39] - Quote
We have functional ones yes, but we are at a budget limit at the moment. They should be back at some time but I do not know when.
Budget limit? CCP is broke? Maybe less free beer in the work lounge then haha
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Heinz Doofenshertz
BetaMax. CRONOS.
398
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Posted - 2013.05.31 08:21:00 -
[40] - Quote
So when are we getting this, and what does it do in PC? |
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Eldest Dragon
D3LTA ACADEMY
25
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Posted - 2013.05.31 09:10:00 -
[41] - 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.
haha =p |
crazy space 1
Unkn0wn Killers
1305
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Posted - 2013.05.31 09:24:00 -
[42] - Quote
Hey why isn't the new outpost we sometimes find on maps used as a building to fight at with objectives yet?
t's the building with the containers in it? It's like a brand new map and its never used! |
Protected Void
One-Armed Bandits Unclaimed.
11
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Posted - 2013.05.31 10:37:00 -
[43] - Quote
Very interesting to get a glimpse of the level/map creation process :-)
I have to say, though, that I think your maps department should really put all their effort into cleaning up your current maps before creating any new ones. No restructuring needed - the level design itself works well for the most part. But - and this is really important - the whole game experience of Dust gets marred by the constant movement problems caused by the maps.
A few examples: - There are several places where players grind to a halt instantly, even if there is nothing visible blocking the movement. The most annoying one that I can think of now is in Manus Peak (I think - the one with the jagged rock spires poking out of the ground), behind the rock spires more or less directly east of the A objective. Try starting at C, go south-ish and then sneak up on A behind those spires and you can't miss it. - Likewise, when running around many objects, I tend to get snagged on corners if I skirt them too closely. Very annoying. Rather than stopping the player completely, the corners should let you slide along the wall, possibly slowing the player down a little. A dead stop just breaks the whole game flow, and will often lead to an infuriating death that feels unfair. - In narrow passages, there isn't really any way to tell if you'll be able to run through it problem free or if you'll get stuck. There are lots of places that look like you should be able to fit through without any problems, but turns out to stop you. Then again, some places look to tight to squeeze through, but are traversable without a hitch. - Sort of similar to the previous point, there are several places where you'll get stuck on ridiculously low obstacles. Example: in the A, B , C, D map where one side starts closest to A and B and the other starts closest to C and D, the roofs around objective A have a low, raised edge around them. This edge isn't even as tall as a step in a staircase, but still isn't possible to get onto without jumping. Similarly, around the holes in the roof on the big complex that sometimes contain B on the jagged-rock map (Manus Peak?), there is another low edge. I've died several times there while trying to evade someone's shots, just because this puny, 10 cm tall edge was too tall for my super-soldier to step onto. Very annoying. - Traversing inclined terrain is often a real pain. Falling speed seems to vary wildly, so sometimes I spend a whole second falling down 1 meter or less, but get the damage associated with an actual 1 second fall. Also, whether I can climb a steep hill or not seems a bit random, regardless of how much stamina I have. - Within the first minute of my first play experience with Dust, I bumped into one of the consoles in my quarters. My avatar started jiggling up and down wildly until I moved away from the console again. Oh well, the game is in beta, I thought. Sadly this problem still persists, and is especially annoying and immersion-breaking when it happens when I try to line up a shot on a distant enemy.
Fixing these things are way more important than adding new maps. I realize the work associated with it is pure drudgery and nowhere near as fun as designing a new map, but it has to be done. Seasoned players have learned to avoid these pitfalls to some extent, but they still detract greatly from the game. And I'm absolutely positive they're chasing away new players on a regular basis. |
Klivve Cussler
S.e.V.e.N. Gentlemen's Agreement
149
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Posted - 2013.05.31 19:25:00 -
[44] - Quote
bigolenuts wrote:
We have functional ones yes, but we are at a budget limit at the moment. They should be back at some time but I do not know when.
Budget limit? CCP is broke? Maybe less free beer in the work lounge then haha
I heard this term a couple of times from the devs in the Fanfest vids. I think Budget limit is a term that means "how much stuff we can stuff into the map without running into technical limitations of the PS3 and/or the graphics engine"
As they continue to optimize the engine, they'll have more budget. There's always more you can squeeze out of an engine. I mean, they have Crysis 1 on the Xbox now! |
Lowkiie
KILL-EM-QUICK RISE of LEGION
18
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Posted - 2013.05.31 20:18:00 -
[45] - Quote
We should be able to customize the set up of everything in corp owned districts, for Defenseive purposes... This game has a REDICULOUS amount of potential. REEEDICULOUS. |
Aeon Amadi
Mannar Focused Warfare Gallente Federation
1423
|
Posted - 2013.05.31 21:45:00 -
[46] - Quote
CCP LogicLoop wrote:Aeon Amadi wrote:CCP LogicLoop wrote: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. Interesting approach. Any plans on re-introducing static Small Turret Installations as per Skirmish 1.0? Wouldn't mind seeing those in certain outpost locations. Those of us that remember them will remember that they were pretty cool =P We have functional ones yes, but we are at a budget limit at the moment. They should be back at some time but I do not know when.
Could you elaborate on the budget?
Polygon budget? Actual financial budget? Maybe we players can help propose some ideas to help? |
Mr PurpSicle
D3LTA FORC3 Orion Empire
61
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Posted - 2013.06.01 02:12:00 -
[47] - Quote
When do we get lvls where you don't get stuck on EVERYTHING |
Liner ReXiandra
Zumari Force Projection Caldari State
40
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Posted - 2013.06.01 10:14:00 -
[48] - Quote
CCP LogicLoop wrote:Terry Webber wrote:Weapons Lab?! Will we be able to actually try out weapons there? In this case no. I mean you can run around and try out your fitted weapons haha. This was to answer though that we do have some idea of what these buildings are. Some story to them exists most of our design docs.
This is what I tweeted about - We're quite appreciative of any background info you can provide for the designs.
Why does stuff look the way it does / functionality and relation to other buildings surrounding it. Already mentioned during Fanfest that you guys are looking into making relations between large slots and smaller slots. |
Jayquan18
The Southern Legion RISE of LEGION
87
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Posted - 2013.06.01 13:06:00 -
[49] - 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. literally? |
From Costa Rica
Grupo de Asalto Chacal CRONOS.
95
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Posted - 2013.06.01 21:27:00 -
[50] - Quote
Are you guys looking at underground facilities on any future updates? (meaning this, or next year, would not expect you guys planning this features so far ahead).
Verticality is important, a cannon on a mountain with 4 entry points, or inside a underground facility with a 360 entry point.
Also, even if i am gallente, i want more minmatar and ammar structures. |
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RINON114
B.S.A.A. General Tso's Alliance
192
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Posted - 2013.06.03 11:21:00 -
[51] - Quote
From Costa Rica wrote:Are you guys looking at underground facilities on any future updates? (meaning this, or next year, would not expect you guys planning this features so far ahead).
Verticality is important, a cannon on a mountain with 4 entry points, or inside a underground facility with a 360 entry point.
Also, even if i am gallente, i want more minmatar and ammar structures. How about a facility that is underground with the only access points being huge chimneys that are flush with the mountainside, prompting long skydives into the dark, rusted corridors of a long abandoned underground base? |
B689
The Exemplars Gentlemen's Agreement
1
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Posted - 2013.06.03 12:15:00 -
[52] - Quote
RINON114 wrote:From Costa Rica wrote:Are you guys looking at underground facilities on any future updates? (meaning this, or next year, would not expect you guys planning this features so far ahead).
Verticality is important, a cannon on a mountain with 4 entry points, or inside a underground facility with a 360 entry point.
Also, even if i am gallente, i want more minmatar and ammar structures. How about a facility that is underground with the only access points being huge chimneys that are flush with the mountainside, prompting long skydives into the dark, rusted corridors of a long abandoned underground base?
That sounds amazing especially since everyone loves their inertia dampeners. |
Luitenet Smash
The Surrogates Of War
0
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Posted - 2013.06.03 15:50:00 -
[53] - Quote
CCP Eterne wrote: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. ..............................................................................TEMPLAR RENEGADE11 IS CHEATING HE WASWEARING CALDARI GEAR WHEN I KILLED HIM TWICE WITH REMOTE EXPLOSIVES THATS CHEATING GUYS
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Zat Earthshatter
Ghosts Of Ourselves
309
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Posted - 2013.06.03 19:31:00 -
[54] - Quote
Although the "Socket" structure makes sense for rapidly seeding the tens of thousands of New Eden planets, using the current system as the only map design system may lock out many strong ideas that players have posted - namely cities, battlefield-sized interior maps, and likely any planet-types without solid ground to sit an outpost on. Those, however, are long-term concerns which should resolve themselves long before we cross those bridges.
Currently, it works well enough for an MMO less than a month into the release phase, and I just hope for an Amarr/Minmatar map soon enough. As for the teased design displayed on the devblog, I would guess it to be a command & control center of some kind. As there isn't a good place to attach a PI Link, it isn't an EVE PI Command Center. Most likely it's a regional TACNET base that relays data to MCCs throughout the District. |
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CCP LogicLoop
C C P C C P Alliance
69
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Posted - 2013.06.04 01:47:00 -
[55] - Quote
Protected Void wrote:Very interesting to get a glimpse of the level/map creation process :-)
I have to say, though, that I think your maps department should really put all their effort into cleaning up your current maps before creating any new ones. No restructuring needed - the level design itself works well for the most part. But - and this is really important - the whole game experience of Dust gets marred by the constant movement problems caused by the maps.
A few examples: - There are several places where players grind to a halt instantly, even if there is nothing visible blocking the movement. The most annoying one that I can think of now is in Manus Peak (I think - the one with the jagged rock spires poking out of the ground), behind the rock spires more or less directly east of the A objective. Try starting at C, go south-ish and then sneak up on A behind those spires and you can't miss it. - Likewise, when running around many objects, I tend to get snagged on corners if I skirt them too closely. Very annoying. Rather than stopping the player completely, the corners should let you slide along the wall, possibly slowing the player down a little. A dead stop just breaks the whole game flow, and will often lead to an infuriating death that feels unfair. - In narrow passages, there isn't really any way to tell if you'll be able to run through it problem free or if you'll get stuck. There are lots of places that look like you should be able to fit through without any problems, but turns out to stop you. Then again, some places look too tight to squeeze through, but are traversable without a hitch. - Sort of similar to the previous point, there are several places where you'll get stuck on ridiculously low obstacles. Example: in the A, B , C, D map where one side starts closest to A and B and the other starts closest to C and D, the roofs around objective A have a low, raised edge around them. This edge isn't even as tall as a step in a staircase, but still isn't possible to get onto without jumping. Similarly, around the holes in the roof on the big complex that sometimes contain B on the jagged-rock map (Manus Peak?), there is another low edge. I've died several times there while trying to evade someone's shots, just because this puny, 10 cm tall edge was too tall for my super-soldier to step onto. Very annoying. - Traversing inclined terrain is often a real pain. Falling speed seems to vary wildly, so sometimes I spend a whole second falling down 1 meter or less, but get the damage associated with an actual 1 second fall. Also, whether I can climb a steep hill or not seems a bit random, regardless of how much stamina I have. - Within the first minute of my first play experience with Dust, I bumped into one of the consoles in my quarters. My avatar started jiggling up and down wildly until I moved away from the console again. Oh well, the game is in beta, I thought. Sadly this problem still persists at several spots in the maps, and is especially annoying and immersion-breaking when it happens when I try to line up a shot on a distant enemy.
Fixing these things are way more important than adding new maps. I realize the work associated with it is pure drudgery and nowhere near as fun as designing a new map, but it has to be done. Seasoned players have learned to avoid these pitfalls to some extent, but they still detract greatly from the game. And I'm absolutely positive they're chasing away new players on a regular basis.
These are mainly code, and collision volume issues. While level design is concerned about them, we do not directly create these. We are aware of a lot of the problems and the team is hard at work solving them.
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CCP LogicLoop
C C P C C P Alliance
69
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Posted - 2013.06.04 01:48:00 -
[56] - Quote
Aeon Amadi wrote:CCP LogicLoop wrote:Aeon Amadi wrote:CCP LogicLoop wrote: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. Interesting approach. Any plans on re-introducing static Small Turret Installations as per Skirmish 1.0? Wouldn't mind seeing those in certain outpost locations. Those of us that remember them will remember that they were pretty cool =P We have functional ones yes, but we are at a budget limit at the moment. They should be back at some time but I do not know when. Could you elaborate on the budget? Polygon budget? Actual financial budget? Maybe we players can help propose some ideas to help?
For the small turrets its about animation / bone budget I believe. |
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CCP LogicLoop
C C P C C P Alliance
69
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Posted - 2013.06.04 01:49:00 -
[57] - Quote
Liner ReXiandra wrote:CCP LogicLoop wrote:Terry Webber wrote:Weapons Lab?! Will we be able to actually try out weapons there? In this case no. I mean you can run around and try out your fitted weapons haha. This was to answer though that we do have some idea of what these buildings are. Some story to them exists most of our design docs. This is what I tweeted about - We're quite appreciative of any background info you can provide for the designs. Why does stuff look the way it does / functionality and relation to other buildings surrounding it. Already mentioned during Fanfest that you guys are looking into making relations between large slots and smaller slots.
Yes, this is true. The outpost in this blog is one of the first being set up with small and medium sockets that are support structures, or some how related to the large socket. All future large sockets will be designed straight away with these supporting structures for small and medium sockets. |
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Jungian
Ahrendee Mercenaries
54
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Posted - 2013.06.04 07:54:00 -
[58] - Quote
Luitenet Smash wrote:..............................................................................TEMPLAR RENEGADE11 IS CHEATING HE WASWEARING CALDARI GEAR WHEN I KILLED HIM TWICE WITH REMOTE EXPLOSIVES THATS CHEATING GUYS
I've met him too, that cheating bastard! |
steadyhand amarr
Amarr Immortal Volunteers
654
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Posted - 2013.06.04 09:24:00 -
[59] - Quote
Logic loop becoming favourite dev. Any hints on when amarr style building will come in? |
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CCP LogicLoop
C C P C C P Alliance
70
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Posted - 2013.06.05 01:29:00 -
[60] - Quote
steadyhand amarr wrote:Logic loop becoming favourite dev. Any hints on when amarr style building will come in?
No exact knowledge on a date. Though we are doing the move to start building the other races for sockets. |
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Shion Typhon
Intara Direct Action Caldari State
17
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Posted - 2013.06.06 04:06:00 -
[61] - 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. 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. Pretty much the polar opposite of good FPS map design.
This is sadly true. There are three basic problems with Dust maps
1) The aforementioned dead ends, that stack of containers against the wall might look realistic but it makes for terrible FPS gameplay. You spend far too much of your time backtracking or getting caught up in pathways that don't contribute to the battle.
2) The maps are of a completely different scale to the gameplay. The distances are far, far too large, even for the vehicle combat. In almost every combat situation you will spot your opponent long before you engage them (usually 3-8x your weapon max range) and have to travel significant distances to engage with one another, even in LAVs. You can't be sneaky, you can't cover run, etc etc, fighting is far too predictable and CQC weapons are pointless.
The other side of this coin is that snipers and super long range vehicle weapons can fire from so far away that you simply have no idea where the fire is coming from. Respawn 5 times and still be none the wiser as to where the fire is coming from, it could be from the redline or the MCC, who knows.
You need long and short range parts to each map but you guys have the balance all wrong.
3) There is in reality little in the way of cover other than major blocking walls. The game engine is bad at clipping so something you think is cover is actually completely transparent to fire, that supposedly solid railing or bunch of crates is actually a foot shorter than you think it is, so crouching is useless 95% of the time, everyone can still see your head and blow the top of it off. The only effective way to cover is to strafe back behind a full height wall.
You guys need to go back and take lessons from the TF2, Unreal Tournament and Quake design communities. |
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