I'm so happy we finally got this out! I can't wait to see all the cool stuff people are going to come up with!!
Posts by Minos
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I like to think that Overwatch maps are abstract virtual spaces (though I do my best to imagine they are a real place to make them feel as believable as I can). If we would just make "realistic" maps (sacrificing gameplay so the roads can go where it "makes sense") these maps would have the worst gameplay ever
Gameplay comes first, the map art is just a "skin" on top to make you feel like you are in a real place, but it's obviously not a real place, it's all smoke and mirrors and lots of little techniques to convey spatial awareness and navigation. It's all an illusion, so we can cram as many ideas as possible in a small place. For example, "in reality" the farm in Junkertown would be miles away from the city itself. But who would like to play that? Here's some food for thought:Some of your feedback is very valid though and we will keep it in mindExternal Content www.youtube.comContent 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.
Editing:
Btw, I completely forgot to post this here, but I gave a talk on Digital Dragons last year about how we blockout our maps and the power of keeping things simple, by using Junkertown as an example
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I'm not too far into it but really loving it so far
I love how there's none of the bullshit plaguing games these days (microtransactions, endless grinding, bullshit trailers, silly character "upgrades" etc...). It's just a really good game that requires skill, dedication and time, like all the good things in life 
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I approve this.
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Quote from FMPONE
5 minutes ago, FMPONE said: Within two seconds of going on Itch I found an amazing game that I just spent a few hours beating. ez pz
Lol, just watched this, this game looks rad!
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Good shitty movie:
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Hey this one might actually be good! Stopped watching the trailers to avoid spoilers

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Quote from dux
7 hours ago, dux said: This looks really cool congrats! Will there be an option to turn of the heavy pixelation? Only because while watching the trailer I found it really hard to focus and it gave me a slight headache.

Agreed. I did some tests with this shader on Unity before, and while it sounds cool on paper, it ended up being just a distraction. My feeling was that it didn't work well because the underlying render was still generated in 1080p, then downscaled and upscaled again, instead of actually being rendered at a lower resolution from the get go. Devil Daggers has this same effect but it works perfectly there. I suspect that since it's a custom engine, it renders at a lower resolution and then upscales to 1080p, instead of rendering in 1080p and lowering to the target resolution, and upscaling again (like the unity shader does). Or maybe the guy was just really smart about how he used the effect and made it "feel good". These are just suppositions, I could be talking out of my ass here!
Anyways, this looks really sick
Proud of Vivi ❤️ -
Hadn't heard about Dead Cells before will need to check it out! Seems right up my alley!
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I watched this with a huge grin on my face
FUCK YES -
RIP
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People are hating this game so much that I kind feel like playing it... out of curiosity... but I'm not paying $60 bucks for an early access game
It will probably be a really good game in about a year or so! -
Looking great!!
One thing I noticed by watching the video is that every area feels a bit similar, which makes the map harder to navigate for first time players. One way to solve could be by color coding some areas, or having strong themes in specific areas, restricting specific props only to those areas. Let's say, CT spawn has majorly blue signs/lighting, Bomb sites are mostly red/orange, maybe the middle of the map has a lot of vegetation, the subway could have green walls etc... so you know exactly where you are without having to think about it.
You have an incredibly solid base and with some minor readability/navigational/lighting tweaks, this map will be really special!
Here's an example of how we did this in Lijiang Tower in Overwatch:
Spoiler
As soon as you come out of the spawn you see the pig sign. The lighting here is mostly blue/purple.
[Blocked Image: http://thiagoklafke.com/images/thiagoklafke_lijiang_02.jpg]
Then you walk through a food court:
[Blocked Image: http://thiagoklafke.com/images/thiagoklafke_lijiang_03.jpg]
Then the same theme is applied to the indoor area. These are the same props but inside they have a different feeling. The lighting here is darker than the exterior (so you go from light to dark and back to light once you come out again)
[Blocked Image: http://thiagoklafke.com/images/thiagoklafke_lijiang_04.jpg]
Then you go through another courtyard, this one with statues (this is the only place in the map these statues are used, and the red lanterns weren't used in other parts either)
[Blocked Image: https://assets.tentonhammer.com/articles/attached_images/000/025/045/medium/LiJiangTower.jpg?1468378059]
Then you go through a garden. The lighting gets warm. This is the only area in this point with grass.
[Blocked Image: http://thiagoklafke.com/images/thiagoklafke_lijiang_06.jpg]
And then you are inside the tower (doesn't really have a specific theme, but this art kit is only used here, making this feel unique). The lighting is the warmest here.
[Blocked Image: http://thiagoklafke.com/images/thiagoklafke_lijiang_05.jpg]
Hope that helps

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I can vouch that this office is AMAZING and the team is super cool

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Sometimes I dream that the world would be a much better place if Twitter was nuked from existence.
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If I can give you one tip is to blockout the whole map before you start making the actual buildings
I used to make this mistake all the time and because of that I finished like 5% of the maps I started haha. -
Quote from Zaford20
7 minutes ago, Zaford20 said: Well since this hasn't been updated since 2014, I'll be the first in years!
I'm Zaford, short for Zach Ford. Previously went by ferret, dark ferret, von ferret, who cares ferret (jk).
Work at Gearbox, but looking to get back into some side projects so I'm returning to the old stomping grounds. I love NS2, even though its withering, so I might dabble in that.
Lol, I was just wondering where the hell you went the other day
Glad to see you back, and can't wait to see some of your side projects!