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Overwatch

  • Mazy
  • November 7, 2014 at 8:06 PM
  • -HP-
    • May 3, 2018 at 8:59 PM
    • #1,161

    [Blocked Image: https://pbs.twimg.com/media/DcSosKhV4AUWCrk.jpg:large]

  • -HP-
    • May 7, 2018 at 9:48 PM
    • #1,162
  • 2d-chris
    • May 8, 2018 at 5:18 AM
    • #1,163

    Loving the new map, ehehe, the boats are awesome ;)

  • blackdog
    • May 8, 2018 at 5:01 PM
    • #1,164
    Quote from [HP]

    On 5/3/2018 at 7:52 PM, [HP] said: Brothers and sisters of the mapcore, Rialto is now live! :D

    Have fun shooting at those poor gondoliers.

    I imagine a different Venice in the future, but this is cool too ?

    Grats on the release.

    PS: anyone got annoyed when Valve released Canals and Rialto? ?

  • -HP-
    • May 8, 2018 at 6:50 PM
    • #1,165
    Quote from blackdog

    1 hour ago, blackdog said: I imagine a different Venice in the future, but this is cool too ?

    Grats on the release.

    PS: anyone got annoyed when Valve released Canals and Rialto? ?

    Yeah, we usually try to play with the expectations a bit, right. It's not about predicting the future, leave that for documentaries, it's about selling the fantasy of what that specific spot in the world means for people and how a idealized version of it would look like in the Overwatch universe.

  • Vilham
    • May 20, 2018 at 4:20 PM
    • #1,166
    Quote from [HP]

    On 5/7/2018 at 9:48 PM, [HP] said:

    How many of those later changes are driven by art vs ld? Seems like it changes alot after blockout, often changing the gameplay massively. Like entire routes being closed off or high ground changing position.

    Also a bit of drama from Paladins using a screenshot straight of Tiagos art station:

    https://www.artstation.com/artwork/N8YgP

  • -HP-
    • May 21, 2018 at 4:51 AM
    • #1,167

    Yeah, change is good man. Iteration is key.

    LD blockouts are rarely a one to one blueprint for the level. In theory, that's what it should be, but in practice that's just when the real iteration happens, when art marries with the design.

  • Tisky
    • June 12, 2018 at 5:52 PM
    • #1,168

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    Sexy mapcorians! Also, Thank you guys for an awesome game. Still enjoying it today.

  • Minos
    • June 12, 2018 at 9:09 PM
    • #1,169
    Quote from Vilham

    On 5/20/2018 at 8:20 AM, Vilham said: How many of those later changes are driven by art vs ld? Seems like it changes alot after blockout, often changing the gameplay massively. Like entire routes being closed off or high ground changing position.

    Also a bit of drama from Paladins using a screenshot straight of Tiagos art station:

    https://www.artstation.com/artwork/N8YgP

    lol!

    We iterate a lot on the maps, a lot of the small changes you see are art driven (to make things easier to build), and we also have a lot of freedom to shift stuff around to improve the flow, sightlines etc... We never just convert a level design map straight into art, there's always a "cleanup" phase if you will. But sometimes we do major level design changes later on (but those are always driven by design of course).

    That's something I really enjoy about this pipeline, it feels very organic :)

  • -HP-
    • June 28, 2018 at 6:10 PM
    • #1,170

    :D

  • Tisky
    • June 28, 2018 at 7:43 PM
    • #1,171

    At first i was like, a hamster in a mech, no way.. this is a joke..

    Then you guys were like, "yeah, this is whatsup."

    Did not see this one coming!

  • FMPONE
    • June 28, 2018 at 10:48 PM
    • #1,172

    This is pretty nutty, you guys are wild.

  • Tisky
    • July 29, 2018 at 10:25 AM
    • #1,173

    Congrats to London Spitfire for being amazing and claiming the first Overwatch League title.

    Also, must say i love endorsments. Competative is so much less toxic now! I played all placement matches without a single griefer och troll. So happy!

  • -HP-
    • August 22, 2018 at 5:38 PM
    • #1,174

    Control point map out on PTR today, set in Busan, Korea! Each 3 points feature a different distinct theme: City, Temple and MEKA Base. The design of each point should feel very different with varying environment hazards and vertical elements. Go check it out!

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    [Blocked Image: https://pbs.twimg.com/media/DlN5b37UYAUjKWD.jpg]

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  • FMPONE
    • August 22, 2018 at 7:27 PM
    • #1,175
    Quote from [HP]

    1 hour ago, [HP] said: Control point map out on PTR today, set in Busan, Korea! Each 3 points feature a different distinct theme: City, Temple and MEKA Base. The design of each point should feel very different with varying environment hazards and vertical elements. Go check it out!

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
    [Blocked Image: https://pbs.twimg.com/media/DlN5b37UYAUjKWD.jpg]

    [Blocked Image: https://pbs.twimg.com/media/DlN5czeU8AAgenm.jpg]

    [Blocked Image: https://pbs.twimg.com/media/DlN5dphUUAAjHkk.jpg]

    [Blocked Image: https://pbs.twimg.com/media/DlN5ek9U0AEzGkm.jpg]


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    This kicks ass!

  • MikeGon
    • August 22, 2018 at 8:22 PM
    • #1,176

    Congrats on the new map release @[HP]!

    It's gorgeous and it looks fun- Can't wait to try it out tonight!

  • The Horse Strangler
    • September 3, 2018 at 5:43 AM
    • #1,177

    Looks sick dude, GJ.

  • 2d-chris
    • September 15, 2018 at 8:12 PM
    • #1,178

    @Helder Pinto Been playing this a lot the past few days, really excellent, city area seems a little sniper heavy, I know you can flank, but when shit kicks off on the point it's easy to be a target. I'm having a blast as always. Love the futuristic stage, the cover that pops up is pretty interesting, happy to see you guys experimenting more with dynamic environments, pretty fun with Moira :D Love the idea of the fastest route to the point being the most dangerous (the small chokepoint having to go uphill) nice touches to keep the maps unique.

    Visually, I have nothing to say other than, damnnnnn ... ;) all you need now is some giant dominoes in the spawn room.

  • Tisky
    • September 16, 2018 at 6:53 AM
    • #1,179
    Quote from 2d-chris

    10 hours ago, 2d-chris said: @Helder Pinto Been playing this a lot the past few days, really excellent, city area seems a little sniper heavy, I know you can flank, but when shit kicks off on the point it's easy to be a target. I'm having a blast as always. Love the futuristic stage, the cover that pops up is pretty interesting, happy to see you guys experimenting more with dynamic environments, pretty fun with Moira :D Love the idea of the fastest route to the point being the most dangerous (the small chokepoint having to go uphill) nice touches to keep the maps unique.

    Visually, I have nothing to say other than, damnnnnn ... ;) all you need now is some giant dominoes in the spawn room.

    Agree, but i kinda like the feel of having to check for snipers, makes the map feel different!

    Also, Damn i’m starting to like Hammond! (Nobody actually calls him wrecking ball )

  • blackdog
    • October 2, 2018 at 10:26 PM
    • #1,180

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