1/2/2023 0 Comments Day of infamy player count![]() ![]() ![]() When the sky clears, the player should have that feeling of “WOW. To counter this, we made the objective zones larger and added additional protection such as a small building or roof segment, just enough to give the heroic soldiers a chance to succeed in their mission. One of the things we noticed with our traditional objective placement is that artillery could easily wipe out an entire team while trying to capture the point. The level design team had to make sure artillery would work well on all our maps. We tried to maintain this same feeling in our maps and pushed it a little bit further by making the majority of buildings accessible and on top of that we also opened a lot of rooftops to engage more vertical gameplay.Ī player ability like artillery is a completely new design challenge for us. And let’s not forget the accessible buildings, not every building is fully open in DoD Classic, but they created the feeling that the maps were less linear than they are. We also noticed that DoD maps had a lot of alternative routes to flank an objective or just sneak past the opponents and pop-up behind them. Especially for our diverse class selection, it felt like the right approach to convey a bit of that adventurous gameplay into the DOI levels. For instance, in INS the player doesn’t have to jump through a window to enter a room often or walk across a small beam and jump to access a roof.įor DOI, we decided to add some of these described situations in our maps. For us at first, that was a bit strange to implement in our game worlds, because for Insurgency we always try to go for a more realistic approach. While we were analyzing these maps, we noticed that they had a lot of adventurous elements. To determine how we could accomplish this, we analyzed Day of Defeat Classic and tried to figure out what elements are necessary for our levels to give it a bit of a classic DoD feeling but still maintain our vision for the levels. We didn’t want to copy our Insurgency level design fundamentals and call it a day but try something more unique and fitting for the WWII setting. ![]() ![]() I’ve asked our team of level designers to also share some tips for those of you interested in level design or participating in our map contest.Įarly in development, we decided we wanted to do something different for our Day of Infamy levels. In this blog I will give you a peek behind the curtain of the design process for the maps in Day of Infamy, and the choices we made to achieve our goals in the level design department. I relay these goals to the team and provide them with the resources they need to fulfill their milestones. I work in close collaboration with our game director to maintain design vision. Hello, I’m Jeroen Van Werkhoven the Lead Level Designer at New World, responsible for the output of the level design team. ![]()
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