Picture of the Week 0023

published Friday, 11 March 2011, 12:00 by ZPSHicks

This weeks POTW is an early dumb of a map in-development for Deadlock, internally codenamed RiftWars. The map is created by Jess Rahbek (Our beloved Level Designer on Running Man). RiftWars is a small intense map (4-8 player) comprised of platforms, walkways, bridges and small hangars all exposed around a big underground grater.

Picture of the Week 0023 - Week 10 March 2011
This weeks POTW is an early dumb of a map in-development for Deadlock, internally codenamed RiftWars. The map is created by Jess Rahbek (Our beloved Level Designer on Running Man). RiftWars is a small intense map (4-8 player) comprised of platforms, walkways, bridges and small hangars all exposed around a big underground grater.
Full Picture of the Week media section available [here]

FOR THE LOVE OF THE GAME
The team at Zero Point Software

Important Note:
Future entries will get its own Blog entry (like this one) and are also added to the new [Picture of the Week] Media Section.


Comments

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3 years, 1 month ago

I like what I see!

Advice: Make maps with clear frontlines. This makes for more satisfying and tactical gameplay. What I mean is, don't have players running around the whole map, but have them pushing against specific areas that have been sealed off by the enemy team, in an attempt to push them to the end of the map and win the game.

I'm not saying you can't have maps where players are running around all the time, but in some maps, at least try to have certain frontlines, unless there will be no teams and just individual players fighting for first place.

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3 years, 1 month ago

Astalano has a point, would not have come to think about it myselfe but know that i hear it.

And nice Picture it is great to see, what is being worked on.

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3 years, 1 month ago

HOLY CRAP

this is almost the best picture of the week yet (i think i liked the one with the female marine)

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3 years, 1 month ago

I like the open space with shadow/light effects. This is the main room where all the fights will be most intense I suppose.

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3 years, 1 month ago

Looks realy great. But....

Again random boxes laying around... I like to have cover but it would be better if it werent boxes... If there is a fight going on for a londer time,.... maybe some debree or broken Titan Walkers? Maybe Empty ammo crates or military wall put up for defense?

I dunno but try to avoid random boxes. Its an old trick to create cover and shouldnt be realy in a modern game anymore. Only trying to help to make the game better.

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3 years, 1 month ago

well it looks like the Running Man training grounds, and if it is that would explain the the boxes laying around.

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3 years, 1 month ago

hehehehehe

http://www.youtube.com/watch?v=NYGlWjIKoY4


not that id really cheat mind you.

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3 years, 1 month ago

The pic looks awesome, but i just have 1 question. Will there be destroyable cover?

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3 years, 1 month ago

This pic of the week is a pleasant surprise, i'm looking forward to Deadlock even more.

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3 years, 1 month ago

Awesome Job guys keep up the great work!Can't wait to see what this level will look like on release day. :D

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3 years, 1 month ago

4-8 ppl that means more tacts :)

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3 years, 1 month ago

One thing that developers have a problem with is that all their maps are completely FLAT. There needs to be new, wild uneven terrain, even if this makes it hard for the player to run in. COD7, a bad game, has mostly flat maps. Then look at Bad Company 2, all of their maps have hills and mounds to climb on and destroyed structures. Bad Company 2 has retained almost the same audience as COD7 and they are more than 2 years old.

From the picture shown here, the map looks flat. Please make it less like that! Don't go out like all the other games with the flatness...

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3 years, 1 month ago

I wonder if there will be maps that support 64 players.

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3 years, 1 month ago

Probably not. 64 players is a tall-count unless there's a really big map and tight gameplay mechanics that induces teammwork. MAG was a good start, but it just didn't hit the soft-spot to make the 256p count a big hit.

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3 years, 1 month ago

i came

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3 years, 1 month ago

I'm sorry to say, I don't like what I see. The map looks so... lifeless, there appears to be no memorable landmarks, it looks very flat, colourless, the approach vectors seem so fixed and predictable.

I think you should aim for something more along the lines of Halo 3's Epitaph, although a large portion of it won't apply to your game (gravity lifts, floating platforms, floaty-light physics), I still think a lot can be gained from the visual appeal and how the altitude of the map changes a lot (there is about 3 "levels", the highest point is very small whilst the other two are about the same size and cover the entire map).

Also note that, no boxes! All cover is provided via walls, pillars and the occasional forcefield in an archway.

{ See: http://www.youtube.com/watch?v=qSF7JZny9YM }

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3 years, 1 month ago

I think this looks really promising! Can't wait to get whooped in there!

I can clearly see a waterfall going down through the middle of the archways! That would be memorable :) Especially with some nice light coming through it (projector light?) and the soft mist a waterfall would bring.

This could be used as a tactical advantage if the waterfall was either turned on/off or streamed in intervals. When it's on, the noise would go up and you could make a run through the open with less chance of being seen or heard! But when it is closed players can now jump across 'a' gab or through a tunnel safely ... a dynamically changing map through 'logical' factors. Mmmm ...

Which just now gave me another idea! Stupid late hours. What if something as simple as the environment changed and the 'skill' players needed was to adapt - like bullseye! This could probably be done with the waterfall, but an even simpler way would be to just have doors seal/unseal through the AI computer (with a loud announcement and flashy red lights). After all, it's not the strongest or smartest that survive ... it's the one that can adapt, right? Can you imagine your team suddenly get seperated, leaving little Timmy out in the open?

What do you guys think would make it memorable? You know, in the IM universe?

Enough ramblings, infidels! Sorry for the spam ... Should probably have kept this for the forums ...

ZP: Keep it up!
W aka AC

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3 years, 1 month ago

This has a very Quake2/Quake4 aesthetic to it.
Aka, I love :D

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3 years, 1 month ago

one tip: don't use to much overwatch points on the maps this encourages camping and no one likes campers xD

but this looks very promising keep up the good work

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3 years ago

Well in the interest of keeping loading times down and keeping this believable in the story the map shouldn't be overly exciting. We don't want our mate to have to wait 30 mins before he can get stuck into some fighting. Why the hell would they build then demolish towns to make the cover, destroy tons of expensive military equipment to leave the wrecks about and build epic and complex architectural wonders all under ground or in top secret locations when they can't even afford to fix the air conditioning.

And flat? I see six levels in this picture alone with overlooks and plenty of opportunity for falling to your doom or ambushing from above/below

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