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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Eskel Bondfree
DUST University Ivy League
103
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Posted - 2013.06.11 19:52:00 -
[1] - Quote
This is something that has annoyed me right from the beginning when I started playing Dust in June last year. There are almost zero indoor places on all the maps in Dust. The only ones I can think of are two small rooms in the communications outpost, and the little bunker that is part of some of the small socket infrastructure, usually only found inside the red zone.
I'm posting this in the 'Outposts' section, but I'm talking about all the level geometry in general here. There are so many buildings, towers, warehouses and what not on the maps, and almost all of them are just solid blocks. I can walk around them and at best climb on top of them. But why is there never a door in them? Why can't I go inside them, shoot on someone outside through the window. Why can't I enter a building at the front and leave it through the back door, instead of just going around it without any cover from snipers and tanks? Why are there no stairs leading to the roof from inside? Why are no stairs leading to elevated platforms on all of those towers?
The lack of interior space can make the maps quite dull to play for me. Especially on the large maps with many sockets, all I do is running over plain, open terrain and around the corners of large, solid objects. Dear level designers, maybe you could address this in future iterations of the level geometry? It would be much appreciated |
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CCP LogicLoop
C C P C C P Alliance
81
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Posted - 2013.06.16 04:27:00 -
[2] - Quote
Eskel Bondfree wrote:This is something that has annoyed me right from the beginning when I started playing Dust in June last year. There are almost zero indoor places on all the maps in Dust. The only ones I can think of are two small rooms in the communications outpost, and the little bunker that is part of some of the small socket infrastructure, usually only found inside the red zone. I'm posting this in the 'Outposts' section, but I'm talking about all the level geometry in general here. There are so many buildings, towers, warehouses and what not on the maps, and almost all of them are just solid blocks. I can walk around them and at best climb on top of them. But why is there never a door in them? Why can't I go inside them, shoot on someone outside through the window. Why can't I enter a building at the front and leave it through the back door, instead of just going around it without any cover from snipers and tanks? Why are there no stairs leading to the roof from inside? Why are no stairs leading to elevated platforms on all of those towers? The lack of interior space can make the maps quite dull to play for me. Especially on the large maps with many sockets, all I do is running over plain, open terrain and around the corners of large, solid objects. Dear level designers, maybe you could address this in future iterations of the level geometry? It would be much appreciated
This is due to our memory budget. When we begin to add lights and shadows, more textures, etc it adds up. We recently found a new way of working with textures that should help alleviate the lack of interiors, but it wont be highly significant. That isn't to imply there will be less interiors. We already are working on areas that have some more interiors, or feel like they are interiors.
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crazy space 1
Unkn0wn Killers
1361
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Posted - 2013.06.16 06:29:00 -
[3] - Quote
Well I work in unreal 3.... And I can make huge interior spaces that use a single 1024x1024 texture. If your artists are trained enough for the task, have them practice making a single texture with multiple tiles. Also unreal3 supports tons of cool shader tech. You can use the same texture but modify it's color and such.
Another thing the acid in the bottom of the tower. You should really add a pixel depth and multiply it into the opacity. This would make it less see through based on the angle you see it from. There is also a depth cue so the deeper the "water" the more opaque. It just measures the distance between the plane and the nearest object below it.
Also the weapon effects are nice but you could a lot more with animated meshes in the particle systems. You can even just reuse other assets in the game and again modify them so they seem different. You've already got so much in the game I'd love to get my hands on it O.O
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crazy space 1
Unkn0wn Killers
1361
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Posted - 2013.06.16 06:31:00 -
[4] - Quote
btw here is how I would handle it
Make 4 texture sets. One for each race. Inside each building of each race can just use the same texture set. You can make endless different interiors with 2-3 maps per race, and yet still give enough tools to the artists to make an endless number of rooms without increasing the memory load. |
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CCP LogicLoop
C C P C C P Alliance
85
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Posted - 2013.06.16 06:33:00 -
[5] - Quote
crazy space 1 wrote:btw here is how I would handle it
Make 4 texture sets. One for each race. Inside each building of each race can just use the same texture set. You can make endless different interiors with 2-3 maps per race, and yet still give enough tools to the artists to make an endless number of rooms without increasing the memory toll.
Way ahead of you. =) |
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crazy space 1
Unkn0wn Killers
1361
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Posted - 2013.06.16 06:39:00 -
[6] - Quote
CCP LogicLoop wrote:crazy space 1 wrote:btw here is how I would handle it
Make 4 texture sets. One for each race. Inside each building of each race can just use the same texture set. You can make endless different interiors with 2-3 maps per race, and yet still give enough tools to the artists to make an endless number of rooms without increasing the memory toll. Way ahead of you. =)
yay : )
oh, out of curiosity. Have you thought about using some of the textures in the Merc quaters? Also I've still got some of the textures they released on the test server fr incarna. There were lots of stuff for bars, hallways, windows, ect.
Have you though about going back and seeing if anything can be salvaged? Eve and dust are the same universe right? I mean obviously you wouldn't just use them but, if you've already got tons of unused art assets.... I would be breaking out the copy paste clone stamp magic <3
Just a question really, I'm not sure how far you are in your current art pipeline or if it's even something you would want to do. But it's something I would bring up if I worked with you guys. |
kevlar waffles
Art of Assassination
0
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Posted - 2013.06.16 11:36:00 -
[7] - Quote
CCP LogicLoop wrote:Eskel Bondfree wrote:This is something that has annoyed me right from the beginning when I started playing Dust in June last year. There are almost zero indoor places on all the maps in Dust. The only ones I can think of are two small rooms in the communications outpost, and the little bunker that is part of some of the small socket infrastructure, usually only found inside the red zone. I'm posting this in the 'Outposts' section, but I'm talking about all the level geometry in general here. There are so many buildings, towers, warehouses and what not on the maps, and almost all of them are just solid blocks. I can walk around them and at best climb on top of them. But why is there never a door in them? Why can't I go inside them, shoot on someone outside through the window. Why can't I enter a building at the front and leave it through the back door, instead of just going around it without any cover from snipers and tanks? Why are there no stairs leading to the roof from inside? Why are no stairs leading to elevated platforms on all of those towers? The lack of interior space can make the maps quite dull to play for me. Especially on the large maps with many sockets, all I do is running over plain, open terrain and around the corners of large, solid objects. Dear level designers, maybe you could address this in future iterations of the level geometry? It would be much appreciated This is due to our memory budget. When we begin to add lights and shadows, more textures, etc it adds up. We recently found a new way of working with textures that should help alleviate the lack of interiors, but it wont be highly significant. That isn't to imply there will be less interiors. We already are working on areas that have some more interiors, or feel like they are interiors. and besides if you little infantry men went inside buildings us tankers wouldnt be able to gun you down |
Eskel Bondfree
DUST University Ivy League
105
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Posted - 2013.06.16 14:16:00 -
[8] - Quote
kevlar waffles wrote:and besides if you little infantry men went inside buildings us tankers wouldnt be able to gun you down Yes, exactly
Thanks for the info Logic Loop. I already suspected it would be technical limitations that are holding you back. I guess the memory limit is also the reason for the lack of little details on the maps that would make everything feel more alive? It's a bit sad that when I look at some of the awesome art work and then compare it to my impressions running through the actual levels, everything feels 'dead' somehow.
Nevertheless, you guys are doing a great job, I can only imagine how hard it is to pull of the large levels of Dust within the constraints of the PS3. Looking forward to new maps and outposts! |
crazy space 1
Unkn0wn Killers
1380
|
Posted - 2013.06.16 23:32:00 -
[9] - Quote
kevlar waffles wrote:CCP LogicLoop wrote:Eskel Bondfree wrote:This is something that has annoyed me right from the beginning when I started playing Dust in June last year. There are almost zero indoor places on all the maps in Dust. The only ones I can think of are two small rooms in the communications outpost, and the little bunker that is part of some of the small socket infrastructure, usually only found inside the red zone. I'm posting this in the 'Outposts' section, but I'm talking about all the level geometry in general here. There are so many buildings, towers, warehouses and what not on the maps, and almost all of them are just solid blocks. I can walk around them and at best climb on top of them. But why is there never a door in them? Why can't I go inside them, shoot on someone outside through the window. Why can't I enter a building at the front and leave it through the back door, instead of just going around it without any cover from snipers and tanks? Why are there no stairs leading to the roof from inside? Why are no stairs leading to elevated platforms on all of those towers? The lack of interior space can make the maps quite dull to play for me. Especially on the large maps with many sockets, all I do is running over plain, open terrain and around the corners of large, solid objects. Dear level designers, maybe you could address this in future iterations of the level geometry? It would be much appreciated This is due to our memory budget. When we begin to add lights and shadows, more textures, etc it adds up. We recently found a new way of working with textures that should help alleviate the lack of interiors, but it wont be highly significant. That isn't to imply there will be less interiors. We already are working on areas that have some more interiors, or feel like they are interiors. and besides if you little infantry men went inside buildings us tankers wouldnt be able to gun you down
RIGHT! that would be the balance for tanks. You can't use them to take points if they are indoors. |
Eskel Bondfree
DUST University Ivy League
107
|
Posted - 2013.06.17 17:06:00 -
[10] - Quote
crazy space 1 wrote:kevlar waffles wrote: and besides if you little infantry men went inside buildings us tankers wouldnt be able to gun you down
RIGHT! that would be the balance for tanks. You can't use them to take points if they are indoors. Yes, I'm sure the 'tanks are OP' cries during closed beta wouldn't have been as loud if the maps had had more places that are inaccessible for tanks.
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Halador Osiris
Dead Six Initiative Lokun Listamenn
404
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Posted - 2013.06.17 20:23:00 -
[11] - Quote
crazy space 1 wrote:RIGHT! that would be the balance for tanks. You can't use them to take points if they are indoors. Still doesn't help dropships against tanks. Plus, LAVs and HAVs can go in the warehouse pyramid thing and dropships can't. |
crazy space 1
Unkn0wn Killers
1388
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Posted - 2013.06.20 01:01:00 -
[12] - Quote
Halador Osiris wrote:crazy space 1 wrote:RIGHT! that would be the balance for tanks. You can't use them to take points if they are indoors. Still doesn't help dropships against tanks. Plus, LAVs and HAVs can go in the warehouse pyramid thing and dropships can't.
It's ok we'll have bombers sometime who knows when :P
Also with more board areas dropships work better on maps with lots of towers, places to hide. There is much open space.
I feel like the dropships were designed to work in urban areas...
I mean obviously the tank is King of open field combat. At least until more Air units come out. |
Fredrikson Revel
Holdfast Syndicate Amarr Empire
7
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Posted - 2013.06.21 02:04:00 -
[13] - Quote
Alot of dust is outdoor long mid range.
Cqc would be cool indoors, like a battledome. |
Mac Dac
Wraith Shadow Guards
143
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Posted - 2013.08.23 04:24:00 -
[14] - Quote
crazy space 1 wrote:btw here is how I would handle it
Make 4 texture sets. One for each race. Inside each building of each race can just use the same texture set. You can make endless different interiors with 2-3 texture maps per race, and yet still give enough tools to the artists to make an endless number of rooms without increasing the memory load. thats more then i know.... you should apply for a job. CCP needs all the help they can get. |
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