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Goldrush and Badwater's development - pics! |
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02-04-2009, 11:18 AM
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#1
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L13 Forum Bigwig
YM is offline
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Goldrush and Badwater's development - pics!
So I sent a few more questions off to Dario Casali and he sent back a responce and some pictures of early goldrush and badwater alphas.
Here's what he had to say:
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Originally Posted by Dario
Whilst I think another mammoth set of questions is unlikely I've collected a few more that have popped up since the first lot:
-You're able to modify your maps and have them tested in a very short space of time, do you utilise this ability and produce many, many versions or do you tend to conserve changes so each version is significantly different to the previous?
Earlier on in a map’s cycle, changes will be larger, but as a map progresses, we tend to prefer small, fast iterations between frequent playtests.
Sometimes it takes more data to decide on bigger issues. For example, for Goldrush, we spent quite a few playtests collecting opinions on the return time delay of the cart. Instead of making small changes that may not have been appreciable by the testers, we collected a series of observations that ultimately led to one change (reducing the return delay time from 60 to 30 seconds) that ended up working pretty well.
-It's been hinted at in an interview that valve are working on a new payload map for a future update, are you keeping the payload gamemode to yourself or allowing someone else to take the reins?
I can’t give away our upcoming releases but I’m working on another map that you will learn about shortly!
-Several users, including myself, have expressed an interest in seeing early screenshots from the development cycle to see what sort of things have changed; do you have anything like this?
I’ve attached some screenshots of early stages in Badwater Basin and Gold Rush. As you can see, they both changed a huge amount from initial concept to shipping version!!
-When roughing out maps initially what influences where you place health and ammo packs, and what sizes they are?
There aren’t really hard and fast rules for where to place packs, I usually guess at where the SG positions will be and put metal there. The amount of metal depends on how easily I want the SG built and maintained there. Also to consider is spy cloak recharge and heavy weapons ammo. Health packs are usually small near the base, and larger in contested spaces. I usually don’t like to put much health in the SG metal areas so they don’t become impregnable.
-Do you always approach mapping alone or are there occasions when tackling a map as a pair or small team works better?
Usually it’s one guy at a time, except when it’s time for the art pass, at which point, a couple of others will jump in and help. We find the best thing to do is to discuss playtests as a team, identify problems, and some potential solutions. Then the map owner has the discretion of fixing the issues the way they see fit. The map builder usually knows the map best and can make more educated tradeoff decisions. As long as the issues that are brought up are addressed, the actual solutions can be implemented by one person.
Really appreciate you answering so many questions; you've been great, thanks!
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And here are the pictures:
Last edited by drpepper; 02-06-2009 at 04:10 PM..
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The Following 33 Users Say Thank You to YM For This Useful Post:
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<~SerPentKing~>, Acegikmo, Altaco, Bermuda Cake, bomc, dirtyminuth, DJive, drunkie, eerieone, Engineer, Fearlezz, Forthex, Furex, grazr, Icarus, IGNORANCE, JJP, Keirebu, laghlagh, MangyCarface, Mr. Hanz, nexusdog, Nineaxis, NovaSilisko, Nutomic, OlafK, Radaka, Rexy, Shaar, Smetzle, StickZer0, The Political Gamer, zpqrei |
02-04-2009, 11:25 AM
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#2
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L7: Guru
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Cool
2nd pic zone has changed a lot!
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02-04-2009, 11:28 AM
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#3
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L7: Guru
GrimGriz is offline
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Quote:
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I’ve attached some screenshots of early stages in Badwater Basin and Gold Rush. As you can see, they both changed a huge amount from initial concept to shipping version!!
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Actually, I'm surprised at how little they've changed. Most of the changes seem to have been cosmetic from this point in development.
Thanks for sharing Youme.
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02-04-2009, 11:31 AM
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#4
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Gold rush really looks like a Hunted map.
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02-04-2009, 11:51 AM
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#5
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Isn't supposed to be here.
Icarus is offline
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I think they were planning that way.
Payload was supposed to be their response to players demanding a "Hunted" mode, so they may have had other versions entirely.
Thanks youme, this was great.
I'm surprised at how much different they are! They have bunkers everywhere!
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02-04-2009, 11:51 AM
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#6
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L5: Alleged Expert
laghlagh is offline
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So they were planning some sort of arabic art style/architecture for goldrush?
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Originally Posted by Shmitz
It'd take more than just an overwhelming majority to convince FaTony that he is wrong about something. It would take lobotomy.
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02-04-2009, 11:59 AM
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#7
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HeaH is offline
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Eww, castles.
Anyway, Dario is great  It's awesome that he keeps answering our questions
/EDIT, Wow, yeah, Goldrush really looks like a hunted map :o Those cap points, that's not payload caps.
Last edited by HeaH; 02-04-2009 at 12:02 PM..
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02-04-2009, 12:06 PM
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#8
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L2: Member
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Wow. Goldrush made me think I was in Prince of Persia. It's kind of encouraging, seeing the maps this early. That looks like how far I've gotten in mine.
EDIT: On second glance, it looks like Goldrush was originally a flag push map. Interesting.
EDIT2: Do we have those white dev textures? Spiffy!
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Originally Posted by Youme
If I gave you a date I'd only go and miss it like valve.
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Last edited by Username; 02-04-2009 at 12:09 PM..
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02-04-2009, 12:09 PM
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#9
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L5: Alleged Expert
Vigilante212 is offline
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Yea cool, im glad they changed them though lol
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02-04-2009, 12:22 PM
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#10
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L7: Guru
Spike is offline
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Hunted is comming soon
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