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Community Developer![]() |
This one is for all you old school GR players...we thought you might find it interesting to see what went into re-creating one of the classic favorite maps. Check it out and let us know if you'd enjoy seeing more videos like this!
Re-creating Ghost Town |
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I want to see more videos, hell yeah.
I'd like to see a video of why they decided to take out the bank, and the hotel on Embassy? A video of why they decided to leave out the fog on Penninsula? How about a video explaining why they decided to change the mission on Stonghold from what it was on the original? I'm curious as to why they made those changes. |
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Very interesting. Can we see another one for Depot please. Especially in regards to the co-op campaign mission details.
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Bravo for stuff like this. I'd love to see more.
Awesome job on Ghost Town. It's a piece of art. I love the layout, the lighting, a beautiful sky, blowing wind/dust/sand and camo actually seem to work pretty well on this one. Japanese woodland is a perfect fit. Definitely an improvement over the original. It's too bad this will be the last coop pack because they really seem to improve with every release. Even the smaller maps have become much better. |
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Nice. But If possible I wanna see video about: Castle, Plantation plz
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Thank you. Interesting.
I would love to hear dev commentary/feedback on what went into both thought process and programming for the change in Night Vision with the latest pack. There is a vast difference in the way NV works with the latest pack compared to previous maps, and it is mostly an improvement to wash it out, in my opinion. ------------------------------- "I just blew your mind, didn't I? The ol' universe isn't the warm, comfy place it was seven seconds ago, is it...?" - Bucky Kat |
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Like the video, Kimi, thanks for that.
You know, it would be great if we could run fly-throughs like these in multiplayer whilst in game. Clan members could talk through attacks and defends with eachother whilst getting a great perspective of the terrain. |
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Hey Cons, NV is actually an entirely artist driven setting for the maps. For the NV settings the artist goes through and remaps all the colors through our color remapper. That's why nightvision is different on maps rather than just a post-render effect. Hope that answers some questions thanks, -pat |
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Thank you, Olystubbie/Pat. I admit to knowing pretty much nothing about programming, but that sounds like it takes some time. ------------------------------- "I just blew your mind, didn't I? The ol' universe isn't the warm, comfy place it was seven seconds ago, is it...?" - Bucky Kat |
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Hey Kimi, that was an interesting video. Thanks for posting the link. And thanks for keeping us all up to date on new happenings in the world of Ghost Recon.
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Red Storm Developer |
Well I can't give you videos (I'm busy this morning), but I can give some information as to why we made changes from the originals. Embassy Changes: Honestly, the changes were done to avoid including too many tight or indoor spaces. As our technology has changed over the years we've moved more and more away from including large amounts of indoor spaces. In this case, we prototyped some of those spaces in and really didn't see the gameplay come out that we wanted. Peninsula Changes: Again, different engine technology and different gameplay mechanics. There's the obvious difference in looks, but also remember that in GR2 we didn't have enemy diamond indicators to the extent that they are used in GRAW. So some of the gameplay we saw early on was people just hunting for the red diamond and lots of people getting killed through the fog. This was a bit frustrating, as you can imagine, and we made some changes to limit that style of gameplay. Stronghold Changes: Answered in a different thread. Stronghold Changes Jeff "Geridak" McGann Creative Director Red Storm Entertainment |
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I can understand the Embassy changes but the Pennisula changes badly affected adversarial play. Pennisula went from being a memorable map for all adversarial gametypes to being map that was avergae at best. At least we know this was done to benefit the co-op community. One thing i have noticed is that you guys try to make each map suit all player types ( close range/medium range/long range combat ), this has lead to maps like Riverbed being drastically changed to accomdate this. Dont you think that there should be at least one map that is purely dedicated to each gametype. Riverbed use to be snipers only territory. |
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My thinking matches that of MeanMF, Geridak. In all the many, many on line games I've played, through GR to GRAW, 99.99% of rooms turn off any kind of enemy location aid, such as radars or markers. It's only in campaign mode, when initially going for achievments, that anybody does it at all.
It would be better to ensure the maps are optimised for adversarial play where the markers don't ever really get used. That would mean keeping the rain and foggy gloom on Peninsula as these made it so atmospheric. I guess you guys know your stats, but I'd honestly be surprised if there was a high percentage of games using markers in GRAW. I just don't see it much, perhaps 1 room every 3 or 4 months! |
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![]() ------------------------------- "I just blew your mind, didn't I? The ol' universe isn't the warm, comfy place it was seven seconds ago, is it...?" - Bucky Kat |
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geridak, thanks for answering those questions for me.
I'd much rather have fog than those red diamonds. We never use those diamonds. We rarely every use the teamate icons either. Makes it more realistic. I liked how Penninsula was in the first time we saw it, with the fog. It made it deadly to cross the bridge, because you couldn't really see accross the bridges. If you ran across it blindly, you'd probably be face to face with about 4 or 5 guys there waiting for you. Now you can snipe anyone out from the other side. that really sucks. |
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