blackdog Posted December 17, 2020 Report Posted December 17, 2020 (edited) 16 hours ago, Minos said: Was super fun to work on this one, the first map we made completely WFH. It is a truly Mapcore special. Level design by @Mazy Oh my, when the Jeff mentions Mazy joined the team I was like "what is he talking about, Mazy has worked there since forever"... in my head I had swapped Mazy for Philip Very cool looking map, as usual. Some areas are really inspiring Edited December 17, 2020 by blackdog Quote
Minos Posted December 17, 2020 Report Posted December 17, 2020 11 hours ago, El Moroes said: Ahaha, sounds like I know these names ^^ I think I'll buy your game one day, not for playing it (to be honest it's not my cup of tea in term of gameplay) but "just" to walk in the levels you guys made because on art side, I really really love what I see. Do it! It's a very relaxing experience to fly around the maps by yourself. The sound team does an amazing job, which is not very noticeable when you are playing the game. Found a good video where you can hear the audio pretty well: El Moroes and Zarsky 2 Quote
General Vivi Posted December 17, 2020 Report Posted December 17, 2020 WTF OMG BLUSH. spit my fukin coffee all over my keyboard XD omg. :3 thx for making my day ^^ Evert and Minos 1 1 Quote
FrieChamp Posted December 22, 2020 Report Posted December 22, 2020 One does not simply ask @Mazy to design a map and then not release it... That looks fantastic. I still log into Overwatch for some free-for-all occasionally. Cant wait to try it on Live! Minos, General Vivi and Squad 3 Quote
General Vivi Posted December 23, 2020 Report Posted December 23, 2020 Speaking of @Mazy everyone needs to play Echo if they haven't yet. plz. it's soooo goooood. blackdog 1 Quote
Radu Posted February 20, 2021 Report Posted February 20, 2021 Looking good, guys! In fact, those maps look so good it's disgusting. I really like the sandstorms. Minos 1 Quote
Tisky Posted May 21, 2021 Report Posted May 21, 2021 So.. PVP in Overwatch 2 will probably be 5 vs 5.. I don't know how i feel about this. I mean, 1 tank, 2 + 2 DPS/Supp feels really shitty when you play tank alot. I like the gameplay as it is right now but i hope we get to choose whatever we prefer Quote
Radu Posted May 21, 2021 Report Posted May 21, 2021 37 minutes ago, Tisky said: So.. PVP in Overwatch 2 will probably be 5 vs 5.. I don't know how i feel about this. I mean, 1 tank, 2 + 2 DPS/Supp feels really shitty when you play tank alot. I like the gameplay as it is right now but i hope we get to choose whatever we prefer Having played Paladins, which is 5v5, it should be good. Quote
Tisky Posted May 26, 2021 Report Posted May 26, 2021 Ive played so much Overwatch recently! ( Got about 1600 hours played by now ) Got me thinkin how i don't get tired of the same maps, me and my friend always discuss what map we hope for in the loading screen and we always seem to hope for different maps. The only one i dont enjoy as much as the others is Paris. Don't get me wrong, it's beautiful. But i think that the chokes are too tight (compared to Hanamura where you have the left window as an attacker to play around). I remember feeling the same about Horizon in the beginning, but now i really like that map too after it got revamped a bit. Also, i don't know why but we both seem to enjoy Watchpoint: Gibraltar as attackers but not as defenders. Have no idea why tho! Once it was announced i wasn't really that into it. I did not see the fun in the game, but then i got the beta.. Oh boy. I really can't wait for the sequel and new heroes/maps. Quote
Minos Posted May 26, 2021 Report Posted May 26, 2021 14 hours ago, Tisky said: Ive played so much Overwatch recently! ( Got about 1600 hours played by now ) Got me thinkin how i don't get tired of the same maps, me and my friend always discuss what map we hope for in the loading screen and we always seem to hope for different maps. The only one i dont enjoy as much as the others is Paris. Don't get me wrong, it's beautiful. But i think that the chokes are too tight (compared to Hanamura where you have the left window as an attacker to play around). I remember feeling the same about Horizon in the beginning, but now i really like that map too after it got revamped a bit. Also, i don't know why but we both seem to enjoy Watchpoint: Gibraltar as attackers but not as defenders. Have no idea why tho! Once it was announced i wasn't really that into it. I did not see the fun in the game, but then i got the beta.. Oh boy. I really can't wait for the sequel and new heroes/maps. I was thinking about why our maps are so replayable the other day too, compared to other games I've played. This is a completely subjective answer, but I think one of the major reasons is the amount of themes we have in maps. For example, in Hanamura you have the city (which is made of just a few reusable buildings), the dojo and then the temple. Basically 4 or 5 different main themes (city, garden, dojo, temple + futuristic city in the backdrop). For Numbani, it's even more uniform, with small variations here and there. In a way, this makes these maps less overwhelming to take in, since the brain doesn't need to comprehend so many different structures/themes/surfaces, while at the same time trying to think of strategies and react to the action in the map. That takes a lot of brain power! Having more controlled and well defined themes also help a ton with navigation, so you don't have to think too much when running around the map. As comparison, I played a bit of Rogue Company the other day (the environment art looks sick in that game!), but I found that the maps suffered from too many different themes. I remember a map that took place in an skyscraper, and inside the skyscraper you had a mall, a car museum, an egyptian museum, a Mesopotamian museum and a rooftop garden (if I remember correctly). It was very overwhelming to navigate, since there were too many different details and themes. This argument can also be said about CS. The most replayed maps are usually the ones with more uniform and easily comprehendible themes, such as Dust, Aztec, Inferno (especially the old one), Nuke, Assault etc... There's a sweet spot when a map is not too simple and not too complex, and while art is a major component, level design and lighting play huge roles too. I was never a big fan of Prodigy, while it looked cool, the design was very complex and sprawling and the lighting was very uniform throughout the map (this is another criticism I have for a lot of new CS:GO maps that I see these days, they are all uniformly lit, with little sense of direction). Anyways, this is a good subject to jam over some beers Tisky 1 Quote
Tisky Posted May 27, 2021 Report Posted May 27, 2021 14 hours ago, Minos said: I was thinking about why our maps are so replayable the other day too, compared to other games I've played. This is a completely subjective answer, but I think one of the major reasons is the amount of themes we have in maps. For example, in Hanamura you have the city (which is made of just a few reusable buildings), the dojo and then the temple. Basically 4 or 5 different main themes (city, garden, dojo, temple + futuristic city in the backdrop). For Numbani, it's even more uniform, with small variations here and there. In a way, this makes these maps less overwhelming to take in, since the brain doesn't need to comprehend so many different structures/themes/surfaces, while at the same time trying to think of strategies and react to the action in the map. That takes a lot of brain power! Having more controlled and well defined themes also help a ton with navigation, so you don't have to think too much when running around the map. As comparison, I played a bit of Rogue Company the other day (the environment art looks sick in that game!), but I found that the maps suffered from too many different themes. I remember a map that took place in an skyscraper, and inside the skyscraper you had a mall, a car museum, an egyptian museum, a Mesopotamian museum and a rooftop garden (if I remember correctly). It was very overwhelming to navigate, since there were too many different details and themes. This argument can also be said about CS. The most replayed maps are usually the ones with more uniform and easily comprehendible themes, such as Dust, Aztec, Inferno (especially the old one), Nuke, Assault etc... There's a sweet spot when a map is not too simple and not too complex, and while art is a major component, level design and lighting play huge roles too. I was never a big fan of Prodigy, while it looked cool, the design was very complex and sprawling and the lighting was very uniform throughout the map (this is another criticism I have for a lot of new CS:GO maps that I see these days, they are all uniformly lit, with little sense of direction). Anyways, this is a good subject to jam over some beers Well said! Personnaly i also feel that the "cartoony feel" reminds me alot of the enviroment in games i loved when i was younger. Monkey Island, Simon the Sorcerer etc. Colorful. It feels like im playing a place in the games world rather than a map with limits. I still want to visit the rest of Blizzard world haha. Quote
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