Deadlock Map: Combat Range 01 - Iteration 1

published Wednesday, 5 Oct. 2011, 10:00 by ZPSHicks

After four intense weeks building, prepping, testing, tweaking pipelines etc. we're slowly getting our artificial cave environments off the ground and are finally ready to share the initial results with you; our awesome and beloved community!

Deadlock Map: Combat Range 01 - Iteration 1 | (65 MB)
Everything you see and hear inside this map prototype is "work in progress" and we're about 50% from where we want to be in terms of details, look and feel as well as performance, with the weather system implemented at a very temporal stage and with most environment modules awaiting serious remake / overhaul! (See last weeks Picture of the Week)

  • Warning:
  • AAA Indie and Open Door Development is ALL about showing "Work in Progress" ... We hope you can take it! :)
  • Warning:
  • This map prototype is not optimized for performance (No LOD'ing, Occlusion Culling etc.), which means that if you're "playing" on a small notebook, please do not expect the best frame-rates in the world!
  • Warning:
  • Deferred lighting is calculated based on how many pixels, light influence pr. frame, so be sure to bring down your resolution, if your native default is too high!
  • Good News:
  • Unity 3.5 (upcoming engine upgrade from Unity Technologies) will bring a completely rewritten Occlusion Culling system which will allow us to make all our scenes perform faster. Unity 3.5 also features a new native Level Of Detail system which will allow us to reduce our scene polygon count significantly and last but not least Unity 3.5 features a new multi-threaded renderer, which according to Unity's CTO Joachim Ante, potentially allows "up to" 3x faster rendering performancel ... We simply can not wait!
Please take the map for a spin and try to visualize running around fighting other Interstellar Marines candidates in tense tactical combat and please do not hesitate to give us ALL your feedback! - There is no stupid questions or bad ideas .. just hit us with everything you got in the comments below.

Dynamic Weather Mode: Midday

Bright artificial sunlight with a bit of wind blowing from the large (not visible yet) wind turbines. Although the weather is clear in this image, SARA has the option to mix any weather system properties on the fly to e.g. create a weather mode of foggy midday and rain with lightning and thunder dominating the weather mode.
Bright artificial sunlight with a bit of wind blowing from the large (not visible yet) wind turbines. Although the weather is clear in this image, SARA has the option to mix any weather system properties on the fly to e.g. create a weather mode of foggy midday and rain with lightning and thunder dominating the weather mode.

 

Dynamic Weather Mode: Night

A lot of darkness to hunt other candidates hiding in the dense vegetation.
A lot of darkness to hunt other candidates hiding in the dense vegetation.

 

Dynamic Weather Mode: Lightning

5 Giant stadium projectors simulate lightning from a far. The lightning prototype is very WIP but should help provide an idea of the type of diversity SARA has at her disposal to simulate all kinds of exciting combat environments.
5 Giant stadium projectors simulate lightning from a far. The lightning prototype is very WIP but should help provide an idea of the type of diversity SARA has at her disposal to simulate all kinds of exciting combat environments.

 

Dynamic Weather Mode: Dawn

Not all combat environments are dark and gritty; no doubt dawns can be pleasant and idyllic even though simulated death is lurking everywhere in the red sunlight.
Not all combat environments are dark and gritty; no doubt dawns can be pleasant and idyllic even though simulated death is lurking everywhere in the red sunlight.

 

Dynamic Weather Mode: Rain

This weather mode needs particles and other goodies to reach the potential of establishing the calm rainy mood of say "First Blood". However when complete the artificial sprinkler system will be able to simulate everything from the chilly drops of light rain all the way to the heavy and brutal rain showers of violent tropical storms.
This weather mode needs particles and other goodies to reach the potential of establishing the calm rainy mood of say "First Blood". However when complete the artificial sprinkler system will be able to simulate everything from the chilly drops of light rain all the way to the heavy and brutal rain showers of violent tropical storms.

 

Iteration 2 (Brainstorm):

  • Level Design: Create more exciting Bunkers A+B interior and exterior.
  • Level Design: Make combat areas near both bunkers more interesting and diverse.
  • Level Design: Play-test, play-test and play-test
  • Look and Feel: Create 1st iteration rain sprinkler system.
  • Look and Feel: Implement transitions between weather modes.
  • Look and Feel: Create more weather mode presets.
  • Look and Feel: Create environment particles to help simulate more weather modes.
  • Look and Feel: More work establishing the exterior cave walls and outline environment in general.
  • Tech: Instant fade of Lens Flares behind meshes, trees and particles.
  • Tech: Update tree billboards with every light update.
  • Tech: Spotlight projectors On/Off centralized logic with randomized color and flicker values.

 

Other relevant DevBlog:
Want to experience one of our other maps (interior) in development:
Deadlock Map: Operations - Iteration 2 available [here]


For the love of the game!
/ZPSHicks


Comments

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3 years, 1 month ago

first. But unfortunatelly i don`t got a pc with UnityWebPlayer.
but i am sure it is kick ass.

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3 years, 1 month ago

M: Spawn a marine in front of you
C: Spawn a shark in front of you
F: Flashlight

Feedback: Your graphics already look en par with most modern FPSes and I personally like them a lot. The map looks promising (in future iterations, you are supposed to die when you fall into the canyon, right?), although it is a bit open, giving snipers on the roofs of the two bigger building a slightly unfair edge... I enjoyed running around in dawn mode just enjoying the environment a lot.

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3 years, 1 month ago

awesome!

The different lightning settings are very cool - This will really allow you guys to create different moods very easily, well done.

I agree that on the level design part it is very much in favor of snipers just sitting on the roof all day, as I couldnt see any real clear way to get around the opposite base without being spotted by someone on the roof...I could be wrong :)
When on "night mode" it didnt really feel like the flashlight was bright enough - if it is to be useable at all it would need to increase the lightning more imo.

I found one minior bug - when jumping down into the canyon i was able to get back up but "walking" up the side wall...but only on one of the sides (towards the one where you spawn i think). For some reason my print screen button didnt seem to capture unity so no screenshot of it :)

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3 years, 1 month ago

so here is my review:

atmosphere:

+ lighting feels good; nice moods there!
+ trees and grass look great; feels natural
- night isn't anywhere dark enough to really make flashlight usefull; you might want to remove some lights or reduce ambient lighting a bit. if you don't nobody will use the flahlight since it makes you easy to spot

map desing:

+great for ctf matches and with bases on the sides it will be great for domination too
-rooftops will be a realy nasty sniper/camper spot. you might want to ad a big tree to block direct line of sight to the other base

bugs:

you can clim up the canyon ;), also no fall dmg (movement isn't finished i know,but atm it feels more like unreal tournament then a tactical fps, movement speed is ridicculously high)
terrain will sometimes disapear if you are hiding in foilage



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3 years, 1 month ago

I think the actual movement will be closer to Running Man - this one is just so we can explore the map more easily.

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3 years, 1 month ago

LOVE YOU! :D

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3 years, 1 month ago

Hmm, i rather like the sniper advantage. Makes it harder for the enemy team and encourages teamwork.

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3 years, 1 month ago

Absolutely amazing demo!!! The sounds and music are perfect and graphics looks very naural and realistic. Flashlight still doesn't have enough throw to become useful but I guess that's going to be looked at later. Thank you for making this, it's very nice demonstration of what Unity is capable of :-)

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3 years, 1 month ago

Absolutely beautiful. :)

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3 years, 1 month ago

Wow, really nice!

How did you add normal and specular maps on the Unity Build-in Terrain?

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3 years, 1 month ago

@ Forgefire: You can easily climb the slightly tilted bunker walls as well actually.

@ Stealt: Haha yeah, I just uploaded a recording of that. :)
http://www.youtube.com/watch?v=semV6Hog4Bw

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3 years, 1 month ago

@gotstyle: How did you add normal and specular maps on the Unity Build-in Terrain?

We've tested the script found at the link below, which actually works nicely:

http://sixtimesnothing.wordpress.com/20
10/10/10/bump-mapping-for-built-in-unity-terrain/


@Kosai106: Nice one, m8 .. did know of this bug already but its always good to see a dedicated community member posting videos on YouTube! (Damn, you're fast!) :)

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3 years, 1 month ago

also, good to hear Teri Brosius again. Even though I know she'll become evil and take over a space station at some point, I like SARA. Now just add a second AI with Ellen McLaine's voice.

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3 years, 1 month ago

I would love if you could add some sort of Underground complex to this Map. That would also help with balancing Snipers cause currently the can really overlook the hole map from the top of the Buildings.

And if it is just to underground rooms connected with a tunnel through the canyon. That would be enough.

The Map looks gorgeous and the sounds are great. now i just need to be able to shoot some one on this map.

I was wondering if you could shoot the Lamps to destroy them.

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3 years, 1 month ago

Besides lacking objects for the looks, for cover and (as mentioned by others) for blocking sight, the map looks gorgeous so far.

Also, I blew the dust off my old youtube account to show a video of minor flaws, just like Kosai did.
http://www.youtube.com/watch?v=zSxps6bmD08


Keep up the good work!

My regards, Kendzi.

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3 years, 1 month ago

@ZPSHicks: Amazing stuff ;-) Thank you so much!

Ahh btw. for your cliffs you can use http://musegames.com/news/game-development/texturi
ng-the-apocalypse/

a really good solution for texture stretching - and the results are pretty cool.

Thanks

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3 years, 1 month ago

I uploaded another video, which I actually recorded before the bug video, for those who can't play the map themselves. :)

http://youtu.be/iZwoOxhTClE

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3 years, 1 month ago

Guys has always it looks fantastic, good job.

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3 years, 1 month ago

Looks great, but the fog volume beyond the walls is just way overdone IMO.

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3 years, 1 month ago

Awesomeness:)

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3 years, 1 month ago

awsome work cant wait fer it

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3 years, 1 month ago

Love it! Great feel to the map!

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3 years, 1 month ago

Love it, i was blown away by the "sun" =D

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3 years, 1 month ago

Thanks for the vid, Kosai. I can't exactly use my little brother's computer since he's running Ubuntu on it :/

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3 years, 1 month ago

Simply FANTASTIC work so far this is going to be one outstanding game when finished. The sun & wind is very cool. =)

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3 years, 1 month ago

sigh i can't really truely enjoy this right now if i have a mac with a ati 2400 but from what i've seen in the 6 fps that i get on fantastic it looks like you guys are getting some work done, i can't wait for dead lock! :D

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3 years, 1 month ago

Just checked the map out again *sniff* it's so beautiful.

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3 years, 1 month ago

You guys are gonna add some jiggle and sway to that artificial sun right? along with a huge whirring grinding metal sound?


cuz it'd be awesome.

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3 years, 1 month ago

Personally, I think this looks really good, but the map is a bit small, and, if you go to the top of either A or B, you can see the end of the map. Also, I particularly like the building in the middle that has the little balcony thing, and I don't think there is any rain in the rain mode or the lightning mode. But I realize this is WIP, so keep it up ZPS!!

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3 years, 1 month ago

Very nicely made! But i see a flying mask shadow :P i know it will be removed later, but looks a bit strange

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3 years, 1 month ago

Hello



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3 years, 1 month ago

Amazing concept! I love it. Can't wait to see the wind machines.
Somebody suggested a underground tunnel system. I think that would be awsome as well.
I would also like to see more high vegetation to hide in. Not everywere but some places.
:D

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3 years, 1 month ago

All look great. Great work.

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3 years, 1 month ago

I just played it on my 6 year old ( high-powered) notebook on max.

It looks great and the framerate is pretty smooth.

If this is the unoptimized version, then I have high expectations for the optimized version.

Kepp up the good work.

FTLOTG.

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3 years, 1 month ago

Aw sheet =)

It looks like crysis... I mean better than crysis! G-man dont kill me for that =)

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3 years, 1 month ago

@Nocheiner what are the specs of your notebook? Mine is about 1 and a half years old. It can play the demo but not on max.

If you press:
L the lights will be removed
T a lot of the card itself will be removed and you are probably going to fall down.

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3 years, 1 month ago

It is just fantastic, even in the first iteration. Can't wait to see rain at work. I imagine the chaos of a "day map" suddenly turning night with heavy rain and seeing all the weapon flashes. Love the music too.

Just keep the rocket launchers away from the reach of children.


-Leowolf-

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3 years, 1 month ago

@LordMord

HP Pavillion HDX 20,1 Zoll @ 1680x1050
Intel Core2 Duo T8100 @ 2,1 GHZ
4 GB Ram
Nvidia Geforce 8800M GTS 512MB

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3 years, 1 month ago

That is freakin' incredible! I can't wait!

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3 years, 1 month ago

So i finally got around to watching the Unite 11 keynote - Those new features combined with what you guys are already getting from the engine will make IM look awesome!

Not to mention I couldnt help but hope we might see a "live" shark creature sooner rather than later when they introduced their pathfinding ;)

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3 years, 1 month ago

ok it all sounds great im joining the spearhead unit soon but i need to know a cuople of things
when is deadlock going to be finished and is deadlock getting in the way of devolpment?
and zero piont software is this realising aroun 2011 or 2012 because im not waiting until
any further years i really love the concept but development has tooken 3 years now so
it better be done by 2012 anyways im not pushing you i just cant wait for this awsome game
and i hope to play a demo with shark creature combat in it :)

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3 years, 1 month ago

IMO the full game will not be ready in 2012, for example Rage took 6 years and was made by a MUCH Bigger team, this game will be ready "When its done" there's no date set in stone that i know about, if you can't accept that i understand.
BUT they do need the money to be able to work on it so is up to you if you want to help them monetarily or not, you can always help with feedback by being active on the forum and spreading the word about the game.

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3 years, 1 month ago

Like the map a lot.
Think i would like something underground, maybe tunnels from each "HQ" that meet in the ravine.
Also, I like the fact that it is possible to see from one side to the other in daylight. If it is possible to shoot (with most of the guns) across the whole map, this will require people to change tactics, for example wait until it becomes dark, using suppression fire, smoke grenades, flanking etc.

Guessing this will be a 16 player map, 8 on each team?

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3 years, 1 month ago

@Shanshorshe my guess is more like a 4 player, or at tops 8 player map. Its a rather small map so 16 player would be quite insane imo :)

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3 years, 1 month ago

@forgefire
16 might be to much yes. But 2 on each team doesn't seem like enough though, 4 is minimal in my opinion. 6 on each team maybe, two for each bridge?
But for certain game modes I think it might be possible to have 16 players without it being stupid. For now, it is 3 bridges. ~3 for each bridge = 8 players on each team. If there is an underground complex (which i hope there will be), then 2 players for each route.
Don't think that is too many? But of course this will depend on how people would want to play, e.g. not working in teams etc.

No matter, I'm looking forward to "Deadlock" :)

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3 years, 1 month ago

i wonder actualy how far they are in development im going to be mad if deadlock is there current position in the the game because if this is like only some multiplayer not the shark creature but im pretty shure if this doesnt realese by 2012 the game will be out dated in tech and thats what im really conserd of the publishing and development i know they paid for develpment engine already but publishing must cost atleast 100 thousand dollars so
i beileve thats zero point softwares main consern on money is publishing when i do become spearhead im going to support with 15 extra bucks:)
keep up the great work hope to see this by 2012!!!!!!!!!!!

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3 years, 1 month ago

All the game mechanics and art they develop now in the Game Slices will be used in a way or another in the full singleplayer game, so making Deadlock is not a waist of time, first is a game in it self how many multiplayer only games do you know? (that's right many), second is a very good marketing tool, third is a nice way to make the community busy till the full game comes out, by the way the full game WILL NOT come in 2012, if this was some small indie game then maybe but ZPS are shooting for AAAindie quality here and this takes time, Rage toke 6 years to make with a team of 60 or more people and you aspect ZPS to make IM in less time with a team of 6 ( 7 if they get a new programmer)?
About being dated in tech i wouldn't worry about that IM already looks good now (will look even better in Unity 3.5) and game graphics will not advance much, rage for example even went back to the Quake 3 days of shadow maps and static lighting, why, because all the game industry is unfortunately flocking to the consoles and they are really dated by now and the new ones will not come till 2014 or even 2015.

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3 years, 1 month ago

This looks great, can't wait for a shot to try it!

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3 years, 1 month ago

i press "T" and the floor is gone :O

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3 years, 1 month ago

@TocaFita me too!

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3 years, 1 month ago

Taking into consideration that this is a work in progress, here are some general remarks.

> The first thing I noticed about the map is that it is too symmetrical.

I think it would be more interesting if you drew the ravine even closer to structure B, provided more morphological variety to the ground around structure A for some outdoor gameplay and designed a larger structure like a warehouse installation in sector B, arranging in it sufficiently high stacks of boxes so as to create a maze-like configuration for some interesting interior gameplay. This would also balance the usefulness of snipers in the map. Which is my next point.

> The only thing I really don't like in the map is that you can see directly from one end to the other. While reading your latest sitrep, I came up with one idea. You could try lowering the entire sector on one of the two sides of the ravine (either A or B) appropriately, as well as provide some inclination to the ground of the other sector at some point. This would deteriorate the snipers' advantage due to range, would force them to approach closer to more vulnerable positions and it would create some vertical gameplay at the same time. On the downside, the area behind the slope on the higher sector would be rendered almost useless and with no significant gameplay value, effectively, cropping the map smaller. Still, it could find some use depending on the mode [other than (team) deathmatch].

> A well balanced map in my mind is one in which the player, in every single spot and no matter the cover, is always exposed from at least two different directions. The "different" means that these directions are far enough from each other, so that it is impossible for the player to check both of them without moving the camera.

Unfortunately, there are certain spots inside this map which provide very convenient places for people with a "camperous" mood (i know, that's not even a word :p) to be exploited by. I will give you a couple of examples of such spots, that I found out.

Let's assume that North lies behind structure B (looking at B from A).

~ The SouthWest and NorthWest corners of the map provide such spots. The player by fixing the camera to a certain position has absolute surveillance of the entire area around them and to a great portion of the entire map. Snipers will greatly exploit these spots. And campers will do too.

~ Moving from A to B via the West bridge (the lower one). The first box we meet provides such spot.

~ The two main structures (A and B) are full of them. Almost every indoor corner. Under the stairs. As we exit the dark hallway which surrounds the main room from behind and find ourselves on the field, the left corner right beside us also allows for lazy camping. At least you could strategically place some windows on the walls.


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3 years, 1 month ago

And some general thoughts on the lighting.

~ The illumination in the map feels unnatural. Or to be more accurate, it feels artificial (as it should be).

* If you intended to make it look that way, then you have done a marvelous job. It feels great. It's not quite there yet as I see it (the fixed spotlights on the buildings and the pillars should have a little more punch and some work on the consequent dispersion and ambient lighting is needed), but it's very well made.

* However, if SARA is supposed to be able to simulate exactly real daylight, then I think you are a long way from it. If you hadn't mentioned that the first setting is midday, I would never have guessed. It looks like late afternoon or early in the morning and in no way like midday. And even at those times the photon dispersion is greater and the shadows not so thick. The shadows in this iteration in general are extremely dark for realistic daylight simulation.

~ I second what has already been mentioned about the excessive ambient light at night time in certain places and how this renders the use of flashlight nearly redundant.

~ The lightning effect doesn't feel right. I can't tell if it is the consecutive flashes from alternate directions, their duration, or the light is just very bright without, however, being able to make these shadows recede.

> Two things about the overarching wandering spotlight that you may want to check out.

~ It takes some time for it to disappear when it "hides" behind an object , structure or the ground.

~ Depending on the object, the object's position and the position of the spotlight, the shadows are not cast properly where they should.


Thank you and I wish you best of luck.

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3 years, 1 month ago

Hope this soon comes out.

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3 years, 1 month ago

This is a great map. it's perfect for sniping. Can't wait to try DeadLock.

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3 years, 1 month ago

nice

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3 years, 1 month ago

I have a feeling that once multiplayer comes out, this game will recieve much more attention.

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3 years ago

@tzitzikas

Your light analysis is spot on, please keep it coming!

Like I wrote in the article we still have a long way to go before we're at the detail, mood, style and quality that we're going for with IM! One thing is however absolutely sure ... With the type of analysis, feedback and suggestions that we're getting from this awesome community; we'll constantly be inspired to push for the stars which is the place this game concept truly belongs! :)

For the love of the game!

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3 years ago

w00t!!!! Looks great guys!! One question: Do you guys have even a GUESS when Deadlock might be released, cause I CAN'T TAKE THE SUSPENSE!!!!

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3 years ago

cant wait

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3 years ago

I finally got a chance to try it out. No lag. Character movement needs some work lol.

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2 years, 11 months ago

I absolutely love this game. The one thing I really don't like is how I fell out of the map, never to return. I am sure you will fix that eventually but I just wanted to point that out.

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2 years, 7 months ago

Seems like you are doing a great job here and when the multiplayer comes out this gona be very interesting

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