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KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
5211
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Posted - 2013.07.31 08:41:00 -
[1] - Quote
I posted this in the feedback/requests section before, but I think posting it here would likely b more effective for getting your attention.
https://forums.dust514.com/default.aspx?g=posts&t=97460&find=unread There are comments worth reading in the original thread
KAGEHOSHI Horned Wolf wrote:As you know, we miss the old Crater Lake map, but I understand that its not possible to make those kind of maps anymore with the current technology Dust uses. There are ways to create a map that have the same general feel as Crater Lake though; make a map or two with a series of spikes that act like walls, and thus create pathways between the walls of spikes. What made Crater Lake special was that it wasn't just open terrain like most of the maps we have now, instead it had many pathways through the terrain. Those pathways don't need to be carved through a canyon with cliff sides like Crater Lake, they can be created between long walls of spikes and boulders as well. The second thing I want to say is you guys need to look into updating the kind of tech you're using if it creates such a large issue in what is feasible for the maps. Right now sadly the maps are very boring and empty. If the current map tech is preventing us from getting good maps like Crater Lake, then the tech itself is a problem. Third thing I want to say is that you could create terrain things as medium socket items. For example, you could try assembling something like a canyon like Crater Lake from pieces of a canyon socketed on a regular map by having the canyon pieces be medium socket items. You could create caves and stuff by treating them like socketed buildings, and just attach them to the map.
Socketing geological items would be cool |
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CCP LogicLoop
C C P C C P Alliance
335
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Posted - 2013.08.02 08:07:00 -
[2] - Quote
KAGEHOSHI Horned Wolf wrote:I posted this in the feedback/requests section before, but I think posting it here would likely b more effective for getting your attention. https://forums.dust514.com/default.aspx?g=posts&t=97460&find=unread There are comments worth reading in the original thread KAGEHOSHI Horned Wolf wrote:As you know, we miss the old Crater Lake map, but I understand that its not possible to make those kind of maps anymore with the current technology Dust uses. There are ways to create a map that have the same general feel as Crater Lake though; make a map or two with a series of spikes that act like walls, and thus create pathways between the walls of spikes. What made Crater Lake special was that it wasn't just open terrain like most of the maps we have now, instead it had many pathways through the terrain. Those pathways don't need to be carved through a canyon with cliff sides like Crater Lake, they can be created between long walls of spikes and boulders as well. The second thing I want to say is you guys need to look into updating the kind of tech you're using if it creates such a large issue in what is feasible for the maps. Right now sadly the maps are very boring and empty. If the current map tech is preventing us from getting good maps like Crater Lake, then the tech itself is a problem. Third thing I want to say is that you could create terrain things as medium socket items. For example, you could try assembling something like a canyon like Crater Lake from pieces of a canyon socketed on a regular map by having the canyon pieces be medium socket items. You could create caves and stuff by treating them like socketed buildings, and just attach them to the map. Socketing geological items would be cool
I am pretty sure I have commented on this topic before. Not yours specifically, but the general idea of using sockets to achieve a crater lake feel.
I will state again, it is possible to do using sockets, possibly with the static mesh limit. However, these are not a priority for us right now. I can speak with our "terrain" level designer and just get the brains spinning. But our priorities are still fixing what exists, creating all the racial surface infrastructures, and terrains.
In regards to the tech. I don't really think it is the tech that is issue, so much as how the tech was used. We have been working on ways to achieve what we want. You have to remember that their is a vision for this game that does not come from level design. We are the tool for those visionaries. While we have our input and are not stopped from having that say, it is not our ultimate call in the end.
I have on a regular basis stated that I want to use sockets for "terrain" features. Including using static meshes for those. This has actually been stated in the threads in here before.
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Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2324
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Posted - 2013.08.02 08:43:00 -
[3] - Quote
CCP LogicLoop wrote:KAGEHOSHI Horned Wolf wrote:I posted this in the feedback/requests section before, but I think posting it here would likely b more effective for getting your attention. https://forums.dust514.com/default.aspx?g=posts&t=97460&find=unread There are comments worth reading in the original thread KAGEHOSHI Horned Wolf wrote:As you know, we miss the old Crater Lake map, but I understand that its not possible to make those kind of maps anymore with the current technology Dust uses. There are ways to create a map that have the same general feel as Crater Lake though; make a map or two with a series of spikes that act like walls, and thus create pathways between the walls of spikes. What made Crater Lake special was that it wasn't just open terrain like most of the maps we have now, instead it had many pathways through the terrain. Those pathways don't need to be carved through a canyon with cliff sides like Crater Lake, they can be created between long walls of spikes and boulders as well. The second thing I want to say is you guys need to look into updating the kind of tech you're using if it creates such a large issue in what is feasible for the maps. Right now sadly the maps are very boring and empty. If the current map tech is preventing us from getting good maps like Crater Lake, then the tech itself is a problem. Third thing I want to say is that you could create terrain things as medium socket items. For example, you could try assembling something like a canyon like Crater Lake from pieces of a canyon socketed on a regular map by having the canyon pieces be medium socket items. You could create caves and stuff by treating them like socketed buildings, and just attach them to the map. Socketing geological items would be cool I am pretty sure I have commented on this topic before. Not yours specifically, but the general idea of using sockets to achieve a crater lake feel. I will state again, it is possible to do using sockets, possibly with the static mesh limit. However, these are not a priority for us right now. I can speak with our "terrain" level designer and just get the brains spinning. But our priorities are still fixing what exists, creating all the racial surface infrastructures, and terrains. In regards to the tech. I don't really think it is the tech that is issue, so much as how the tech was used. We have been working on ways to achieve what we want. You have to remember that their is a vision for this game that does not come from level design. We are the tool for those visionaries. While we have our input and are not stopped from having that say, it is not our ultimate call in the end. I have on a regular basis stated that I want to use sockets for "terrain" features. Including using static meshes for those. This has actually been stated in the threads in here before.
I think that Ashland achieves what he is explaining rather well with the constructive use of pipes over Bravo/Alpha making things more interesting. It separates the feeling of a flat plain and gives more of a feeling of having to be aware of -all- the angles rather than just what's in front of you.
But what makes Ashland rather boring is that it's the same pipes/catwalks every single time on that map and you not only can expect to see it, you know exactly where to look every time it occurs. If it were a socket in a map it would add more variety. |
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