KZObsessed
Member
Wollan said:So December 4th is the media embargo date?
For the single player yep.
Wollan said:So December 4th is the media embargo date?
ChryZ said:Funny story from last night: fire fight indoors, grenades everywhere but not just explosions, smoke and on top f'ing dust falling from the ceiling. I wasn't able to see shit and fragged two of my teammates. No hard feelings though. I walked over, zapped them with my medic gun and they were as good as new before it all settled down.
jett said:OH YEAH I'm in the beta!
...but it's giving me a network error when I try to connect WHYYYYYYYYYYYYYYYYY
Before we begin, would you like a sandwich? Everybody love sandwiches! Go make yourself a tasty treat, I will wait for you. Don't forget the pickles.
Good! Now that you are back and enjoying a fine, moistly and, dare I say, heavenly sandwich, lets get down to business: Multiplayer Level Design. For this particular example I will use one of the multiplayer maps from Killzone 2, named Salamun Market.
The road to a (hopefully) successful level is a long but fun one. To keep things in order, I will present our process to you using the different Guerrilla Games steps, dividing them into multiple blog entries.
Part 1: High Level Design
The Brainstorm
Ah, the almighty creative stage. Here you lay the ground work for what is to come. When designing a new multiplayer level, there are a few general rules that I like to follow.
Connectivity: One important aspect of a good multiplayer map is to give players plenty of options. Never, EVER have a room with only one exit (unless its very specific to a game type or gameplay element). Add windows that give overviews on important strategic areas. Make it possible for players to jump from roof to roof. Basically, always give them multiple possibilities on where to go next.
Line of Sight: Here you need a careful balance. Make sure that players have enough visibility to navigate their surroundings, but provide them with ample cover so they have a safe place to hide while reloading. Then, plan specific locations where snipers can get a nice vantage point over important areas. Mix and match those two principles and you should have something fairly interesting.
Keep it fun and simple: This one might be more of a personal opinion, but I always find that simpler level design works better. If you make your level too complicated, people will get lost and wont find enemies to shoot at. Players need to be able to grasp the layout rather quickly (after only a few games, they should easily navigate the map). A lost player is not a happy player.
The First Playable
Once I have a better idea of what I would like to create, its time to get down and dirty with some 3D magic. The goal here is to quickly have something playable in the game engine to judge distances, line of sight and gameplay potential. Here at Guerrilla Games we use Autodesk Maya, but there are plenty of free tools you can use at home like the Unreal Engine, CryENGINE2 Level Editor or even Google SketchUp.
Keep it simple and dont overdo it with unnecessary details, since you need to be able to quickly change the layout.
Salamun Market was the first map I created for Killzone 2s online multiplayer mode, and I wanted something fairly standard that we could test the engine with. The basic idea was to have the main road and the center building as the focus of the map, and I think it was carried over successfully from concept to the end product.
Then, when you feel confident with what you have, its time to share it with your peers. Getting feedback from people in different fields (like Visual Design, Art, Code, etc ) is one of the most crucial parts in game design, and should be part of every step until your baby is out in the world being judged by the people.
Let me say that again, because I cannot stress it enough: getting people to play your map and give constructive feedback is probably THE most critical part of the whole process.
I hope you enjoyed my little sharing and, of course, your delicious sandwich. On our next episode, we will explore the entertaining step of Low Level Design, which is like High Level Design, but sexier.
Until next time, Ill miss you.
/quit
Simon Larouche
dark10x said:I'm also surprised that they have full lighting and shadows in effect. It seems that the environment casts proper shadows on itself as well as all objects (including the player) around it. The shadows appear completely clean as well. Gears 2 doesn't even OFFER environmental shadows at all nor high quality motion blur, both of which are highly demanding techniques. I don't know how they do it.
Yeah, Salamun Market is in the betaFirewire said:I was reading this over at Killzone.com and wondered if we have seen this map (Salamun Market) in any video's? If anyone has a link to a vid or maybe a pic, I'd love to see it.
Thanks.
kenta said:Yeah, Salamun Market is in the beta
It was in a Powerpoint from 1 of their presentation.BruceLeeRoy said:I could have swore I read a interview with one of the programmers on KZ2 and he was saying
that they really are just now understanding how to use the Cell Processors effectively and that
the cell he believes has the power to do realtime Raytracing which though they didn't have the
time to add to the KZ2 engine they were going to for their next game.
The design is top notch....multi-layered and seems to be thought out very well. There's tons of different paths to get to the same place. There's rofttops where snipers and snipe but it's not like its safe to camp up there. Even as a sniper, you dont want to camp 1 place for too long because somebody will shoot you in the back.Firewire said:Any pics or vid's that you can link me up with. I'm kinda curious about the end design.
They are using a different lighting model on characters, but it's not related to environment shadows (which are not present). They demonstrated some sort of ambient occlusion model, if I recall, but it doesn't really seem to offer many benefits in the game as the lighting on the characters doesn't appear improved over the original game (and, in fact, tends to look somewhat more flat overall). Tim Sweeney did note in an interview that they would be using more dynamic shadows, but I certainly haven't seen anything like that. The models all cast proper shadows on one another, but none of the static environment geometry does (which was the case with the original).KTallguy said:Really? Wow, I thought that they had some amazing new lighting model...
mr_nothin said:It was in a Powerpoint from 1 of their presentation.
Tom Penny said:I have no idea why anyone expected a AAA game in the amount of time made the game.
February is like next week.dark10x said:I really wish I could get into this beta, but it seems impossible/too late at this point. I must experience this on my own display for proper analysis.
I'm pretty sure it's the one with the canal going down the middle of it, there's a lot of indoor areas. I did a search but couldn't find video of it, but if you see a level with that canal and lots of indoor staircases, that's the oneFirewire said:Any pics or vid's that you can link me up with. I'm kinda curious about the end design.
dark10x said:They are using a different lighting model on characters, but it's not related to environment shadows (which are not present). They demonstrated some sort of ambient occlusion model, if I recall, but it doesn't really seem to offer many benefits in the game as the lighting on the characters doesn't appear improved over the original game (and, in fact, tends to look somewhat more flat overall). Tim Sweeney did note in an interview that they would be using more dynamic shadows, but I certainly haven't seen anything like that. The models all cast proper shadows on one another, but none of the static environment geometry does (which was the case with the original).
Honestly, based on all of the work Insomniac has done, I believe they are simply running into limitations with how they approach visuals. They don't seem to "get" a lot of the concepts behind modern lighting and texturing you see in the best looking games.R1 came out November 2006, R2 came out November 2008, that's a full 2 years of production time they had, time that can be spent on 1) SERIOUSLY updating their graphics engine and 2) art direction/story/tech art/gameplay scenarios, instead of revamping things that were working extremely well and then trying to tune it in the last two to three months, now I have no idea when they actually started full production on R2 but had their Resistance team actually spent two years on making R2 I fully expect them to crank out a AAA title
jett said:OH YEAH I'm in the beta!
...but it's giving me a network error when I try to connect WHYYYYYYYYYYYYYYYYY
Did you read what I wrote earlier in the thread, about the lighting?Kittonwy said:There are occasionally things like wooden signs that cast proper shadows but for the most it's this really weird blob thing that surrounds an object and you can zoom in to see it and it kind of fades in and fades out, still it's better than NO PROPER FUCKING SHADOWS in the environments in R2 (other than a few chairs), the MP shadowing looks really good in Killzone 2, it has a much more unified feel to it.
mr_nothin said:THIS GAME is like the DEFINITION of uniformed lighting. There is not 1 thing that is not affected by light. Also, when someone is in the shadows...you know their in the shadows. It's not like in other games where things look like their suppose to be lit and they're not...and they just look like they're floating above the ground. The lighting in this game is amazing. No jaggy shadows or anything.
Firewire said:I was reading this over at Killzone.com and wondered if we have seen this map (Salamun Market) in any video's? If anyone has a link to a vid or maybe a pic, I'd love to see it.
Thanks.
mr_nothin said:Did you read what I wrote earlier in the thread, about the lighting?
If not, then here:
Kittonwy said:R1 came out November 2006, R2 came out November 2008, that's a full 2 years of production time they had, time that can be spent on 1) SERIOUSLY updating their graphics engine and 2) art direction/story/tech art/gameplay scenarios, instead of revamping things that were working extremely well and then trying to tune it in the last two to three months, now I have no idea when they actually started full production on R2 but had their Resistance team actually spent two years on making R2 I fully expect them to crank out a AAA title, how Insomniac games managed their time and resources between projects, that's another matter. I guess that's the advantage of having a studio concentrating on a franchise like Guerilla with Killzone, Evolution with Motorstorm, Media Molecule with LBP and Naughty Dog with UNCHARTED!!!111!!!
I assume you're only talking about Resistance 2, because Ratchet and Clank Future is still the best looking game I've played this gen.dark10x said:Honestly, based on all of the work Insomniac has done, I believe they are simply running into limitations with how they approach visuals. They don't seem to "get" a lot of the concepts behind modern lighting and texturing you see in the best looking games.
ypo said:OMG, it looks so ordinary!!!!
ypo said:Sounds pretty ordinary.
ypo said:Looks like an ordinary shooter.
teh lol
Jett said:OH YEAH I'm in the beta!
Oh for fucks sake, I haven't been able to finish a single match in like three days. The only thing I'm gonna be seeing for the rest of the beta is the menu screen if they keep stuffing more people into it and not sort this issue out =( congrats to you two though..SolidSnakex said:*high give*
I got in also.
Dante said:Am I missing some sort of inside joke here?
Kittonwy said:The part where they say "getting people to play your map and give constructive feedback" makes me happy, and I'm glad they started the beta-testing so early so they can iron out the balancing issue, general controls issue and the basic feel of the game, so when the game comes out people can just enjoy the game instead of getting frustrated by everything from simply getting online and basic weapon balancing. The fewer patches required, the better. It's great they understand that, it's an indication that Guerilla at least understands the need to manage their time well, something that Slant Six did NOT do with SOCOM and something that Insomniac did NOT do with Resistance 2.
No, I'm talking about all of their games. Ratchet does look great, but only due to the fact that their skills seem to be more tuned for cartoony games.Septimus said:I assume you're only talking about Resistance 2, because Ratchet and Clank Future is still the best looking game I've played this gen.
I think the issue is that Insomniac's game engine works better with a cartoon-y style game such as Ratchet, but falls short when used for a more realistic looking game like Resistance 2.Septimus said:I assume you're only talking about Resistance 2, because Ratchet and Clank Future is still the best looking game I've played this gen.
Kittonwy said:R1 came out November 2006, R2 came out November 2008, that's a full 2 years of production time they had, time that can be spent on 1) SERIOUSLY updating their graphics engine and 2) art direction/story/tech art/gameplay scenarios, instead of revamping things that were working extremely well and then trying to tune it in the last two to three months, now I have no idea when they actually started full production on R2 but had their Resistance team actually spent two years on making R2 I fully expect them to crank out a AAA title, how Insomniac games managed their time and resources between projects, that's another matter.
dark10x said:No, I'm talking about all of their games. Ratchet does look great, but only due to the fact that their skills seem to be more tuned for cartoony games.
lol, yeah the first game wasn't very good and probably didn't age too well either. Play Killzone:Liberation (PSP) to really appreciate Killzone (and Guerilla's efforts).Lovely Salsa said:I just played Killzone and......holy fuck what a bad game! I feel raped in the ass and robbed at the same time
Live and learn I guess, I'll throw this junk away
JudgeN said:I"m sure that this has more to do with KZ massive budget and having to live up to the fuck up that was E3 2005 (I think it was 2005).
Kittonwy said:R1 came out November 2006, R2 came out November 2008, that's a full 2 years of production time they had, time that can be spent on 1) SERIOUSLY updating their graphics engine and 2) art direction/story/tech art/gameplay scenarios, instead of revamping things that were working extremely well and then trying to tune it in the last two to three months, now I have no idea when they actually started full production on R2 but had their Resistance team actually spent two years on making R2 I fully expect them to crank out a AAA title, how Insomniac games managed their time and resources between projects, that's another matter. I guess that's the advantage of having a studio concentrating on a franchise like Guerilla with Killzone, Evolution with Motorstorm, Media Molecule with LBP and Naughty Dog with UNCHARTED!!!111!!!
Firewire said:Kittonwy is right.
It has nothing to do with a budget or that CG video. They have passed that, the media have even said they have reached or come close to that video.
Its apparent that GG is listening to their fans. Evidence of this can be found in their forums, and from what I have heard from some in here, they are addressing concerns but forth by the beta testers. That shows a commitment to their game and franchise that has to be admired, its a shame Insomniac didn't take more advice from the private beta testers for R2, if they did I'm sure the game would be better for it.
Tom Penny said:It comes down to making money. Maybe there business model is trying to make as many good games as possible in X amount of time vs spending an extra 6 months or year to make a specatuclar game. In the end they are trying to maximize profits and why put Evolution in the conversation like they did anything special with Motorstorm 2.
It's true that they didn't add too much, but they had one of the most feature complete engines to begin with, so there wasn't much left to put in visually. MS1 already had global physics, global dynamic light and shadowing with HDR and MSAA, as well as object motion based motion blur. His point was that probably even today R2 doesn't have pretty much any of that.Tom Penny said:and why put Evolution in the conversation like they did anything special with Motorstorm 2.
Tom Penny said:It comes down to making money. Maybe there business model is trying to make as many good games as possible in X amount of time vs spending an extra 6 months or year to make a specatuclar game. In the end they are trying to maximize profits and why put Evolution in the conversation like they did anything special with Motorstorm 2.
Tom Penny said:It comes down to making money. Maybe there business model is trying to make as many good games as possible in X amount of time vs spending an extra 6 months or year to make a specatuclar game. In the end they are trying to maximize profits and why put Evolution in the conversation like they did anything special with Motorstorm 2.
In 2007. We're in 2008 now.Firewire said:Well Evolution is responsible for the highest selling game on the PS3 so far. The thing is they listened to the complaints people had about the first game and addressed them and then went a step further in refining things. M2 is a vast improvement over M1, I'm not sure many Insomniac fans would say the same in regards to R1 to R2.
I don't think you can base your opinion of the sequel on the original, however. A lot has changed since then. Killzone was heavily limited by the hardware (running at a barely playable framerate) and lack of experience by the developers. Their first and only PSP game, however, was a fantastic release (Killzone Liberation) and, based on the impressions of KZ2, it should also be fantastic.Lovely Salsa said:I just played Killzone and......holy fuck what a bad game! I feel raped in the ass and robbed at the same time
Live and learn I guess, I'll throw this junk away
gbovo said:In 2007. We're in 2008 now.
Grief. CoD4, MGS4 and GTA4 have all since outsold Motostorm.Firewire said:And nothing has topped it yet, although I think MGS4 will pass it shortly.
jett said:OH YEAH I'm in the beta!
...but it's giving me a network error when I try to connect WHYYYYYYYYYYYYYYYYY