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[DOI] Brest and Brest Expansion/Remake

  • Vaya
  • April 5, 2017 at 5:09 PM
  • Vaya
    • April 5, 2017 at 5:09 PM
    • #1

    After a hiatus we have returned to finish off our Day of infamy map Brest.

    http://steamcommunity.com/sharedfiles/fi…s/?id=792967534

    [Blocked Image: http://i.imgur.com/F5ptBxp.jpg]


    My initial plan was to 'finish' the map with one update that would fix all the existing issues and add more gameplay modes - the initial contest release only supported the 3 point 'liberation mode (meaning that brest wasn't interesting to a large percentage of players that only played this mode.) This has turned out to be a little further away than I was expecting though so it's been broken down into a few reasonable sized updates.

    Last nights update (which we've been referring to as the Brest lift :))

    • Added support for Stronghold mode. Stronghold has been implemented in its most skeletal form so I can gather feedback from its player base. What I found from last nights playtest is that I need to increase the number of capture points and add more point types (DOI added 'destructible' entities as capture points late last year )
    • Added support for Firefight mode
    • Added support for Intel mode
    • Opened up a number of new paths through the map- one bit of feedback we got from NWI at the judging stage was that the map felt linear. I've tried to rectify this by adding new routes through areas of the map that may of been considered 'dead zones' before- rather than just been glorified corridors these areas have purpose and new gameplay options
    • As the options for players have increased, I've included more cover in key areas to hopefully draw the action to key points on the map. this additional cover should also add more dynamics to fights and stop so many 'in the open' 1vs1s.

    Next Update - Brest reduction surgery (Eta 1-2 weeks)

    • Terri has noticed we've been quite...generous with a number of texture files so we're going to reduce these where possible. Goal is to get the map more lean while not losing any visual fidelity.
    • Squad has given us a number of pointers in terms of scale and other visual updates we can make. Planning on applying as many of these as possible without dying in the process. ;)
    • Gameplay update for the stronghold mode based on the feedback from playtests.
    • Clipping Pass. Really looking forward to this one!
    • match skybox fog/lighting closer to main map. this has been pointed out to me a couple times today.. ;)
    • Apply any additional feedback where applicable. Keep it coming guys.

    Any questions or additional feedback let me know. I plan of updating this thread up until I feel it's ready for Work Release :D

  • gleddez
    • April 9, 2017 at 10:45 PM
    • #2

    Looks great Vaya! Looking forward to the next update ;)

  • Vaya
    • April 16, 2017 at 1:41 PM
    • #3

    Lil' Easter update.

    -Reduced custom texture sizes across the board without loosing visible fidelity

    - Expanded on Stronghold mode to use more of the existing map

    - Tweaked docks area to give players more options while also having decent cover

    -Expand cellar area to include cover as this is now a capture point on stronghold mode

    - Visual updates to church and added more cover in surrounding space

    - Fixed Fog settings

    http://steamcommunity.com/sharedfiles/fi…s/?id=792967534


    As it stands this is the last update for this iteration of the map. Bigger things incoming in the future

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