Forum Rules 07/06/2016
Prohibited topics include, but are not limited to: Piracy, drugs (including cannabis), pornography, religion, racism, sexism, homo/trans -phobic content, videos and images showing violent death or serious injury, ‘spam threads’, hacking & griefing (endorsement thereof), religion, politics, etc. Prohibition may be suspended for some threads if they are found to be suitable by the Moderation (such as scientific debate).
If there is doubt, the Moderation Team can decide whether a topic is considered illegal. §5 Attitude towards Squad and the Development Team
As per §1 and §2, keep in mind to be respectful and reasonable, not only towards all users of the forum, but also towards the Squad Team and towards any ideas and content and the game itself. Criticism is welcome, but if it is not constructive and/or if it is offensive, the Moderation may need to step in. Please refrain from posting if you are upset, angry or drunk, or you may be punished for things you wouldn’t have otherwise written, which is not in anyone's interest. §6 Language & Legibility
Please post only in English. Non-English content (including non-legible content) may be removed. If you see someone posting in another language because s/he apparently does not speak English, please report their post - if you can, you may reply in their language to explain their question, but please do translate their and your message so it can be reviewed by the Moderation. ‘Hiding’ insults in non-English posts will be punished harshly. Posts written largely in ‘leetspeak’ or full of spelling / grammatical errors may be treated like non-English content. This rule does not extend to PMs. §7 Forum structure & Search
Please ensure when posting a new thread, that the thread is located inside the correct forum section. Check all forum section titles to judge where your thread should belong. Threads created in the wrong forum section will be moved or deleted.
Before posting a new thread, please make use of the forum search to find older threads about the same topic. In doubt, it is recommended to rather post in an existing thread, unless that thread is years out of date. However, do not bump old threads without adding a new question / answer / insight that wasn’t in that thread before - use common sense. §8 Thread Titles
Please name your thread appropriately; the subject title should sum up / explain the content in the thread. If you fail to name your thread properly (such as ‘Hey!’ or ‘Check this out!’ or ‘Help!’), we will either rename or lock the topic. Repeated offense may lead to infractions. The practice of using CAPITALS only in your thread title is not allowed and will be edited or the thread will simply be deleted. Strange or abnormal Unicode characters should be excluded from thread titles for the sake of being distracting and unnecessary.
§9 Thread Capitalization
Please ensure that your post is not in all CAPITALS, as this is not allowed. Any threads posted in all caps will subsequently be removed from the forum. Repeated offenses may lead to infractions against your account. This practice is not approved or accepted here.
§10 Images in posts
When posting images, mind the following restrictions:
.gifs will be allowed and may be removed by Staff if deemed necessary.
Maximum size for images is 1280x1024.
Do not include more than ~1 large image per paragraph of text, unless in image collection / announcement threads. Link to further images.
Consider posting thumbnails. You may post a few more images per post if they are reasonably small, the details are for the Moderation to judge. §11 The use of BBCode
It is allowed to use the BBCode in your posts. Over usage is not allowed. You may use the Bold in a reasonable manner but not for the whole text body. You may use the size feature but in a limited reasonable manner. You may not use any of the additional fonts at all. Color may be used to high light a point but again, not for the whole text body. Moderators will be watching for misuse and will edit when required without giving notice. Continued disregard for this rule will result in Moderator action in the form of warnings. §12 Complaints of Server/Admin Abuse Reports of server/admin abuse will not be posted publicly. All reports concerning this type of behavior should be place in the appropriate sub-forum. http://forums.joinsquad.com/forum/241-report-server-admin-abuse/ All posts made outside of this area will be be removed. Section II: Reporting & Moderation §1 Reporting Posts
There is a Post Report system in place. If you notice a post that violates forum rules, simply use the exclamation mark icon below the users avatar image to send a report to the Moderation. We will then review this post. Your report will not be made public and cannot be linked to your person by anyone outside of the Squad Team. You will not be punished for using the Report system even if the report was false, unless you repeatedly abuse the system to spam it.
Do not ‘report’ posts by replying directly in public to them. In case of spambots, this prompts them to respond in turn, spamming the forum further. This also fuels flame wars and arguments. §2 Reporting Moderators
Moderators are subject to the same forum rules (and some additional rules / exceptions). If you think that a Moderator has treated you unfairly or is otherwise breaking forum rules, please PM the Lead Moderator or any Administrator. Do not accuse Moderators in public, the Squad Team will treat every complaint seriously and it is in our interest to discipline or remove Moderators who are known to break forum rules. §3 Respect Squad Team members and Moderators
Do not ignore or argue against Admin, Moderator or Dev instructions on the forum. If you have a complaint, as per §2, please inform the Team in private. You are expected to follow orders given by the Moderation, Administration and Development Team, and it is necessary for smooth running of the forum to respect their decisions. Being stubborn or ignoring warnings will lead to harsher punishments - however, we do not tolerate Moderator / Admin abuse of power / privileges, so do not hesitate to inform other Team members if you feel treated unfairly. §4 Bans and multiple accounts
If your account is temporarily or permanently banned, do NOT create another account. Bypassing a ban will result in further action, and a permanent ban of all of your accounts.
You are not allowed to have more than one account for any reason. If you share an internet connection with another user who has their own account, it might happen that this account is incorrectly identified as a secondary account - please get in touch with the Moderation or Administration to resolve such issues.
Search the Community
Showing results for tags 'fallujah'.
Found 1 result
Hi Squaddies, During our Kickstarter campaign we held a vote to see which map from Project Reality you, the community, wanted us to remake for SQUAD. Fallujah clearly won that vote and was put on the roadmap. At that time, we were still learning a lot about the engine and how to efficiently tackle level construction in Unreal 4. We started with barren desert maps like Kohat, then started adding more complexity seen in maps like Chora and Sumari. From there, we explored the Eastern European setting with large forests on maps like Fools Road, Gorodok, and Yehorivika. Next, we pushed on to an urban setting on Narva, all the while knowing that Fallujah was one of the key maps that we were working towards. Upon the release of Narva, we began pre-production on Fallujah. At this stage we knew we wanted to take some extra time to brainstorm how we approach gameplay and visuals, because of this we decided to revisit our workflow and we really think it has paid off. Getting Organized The first thing we did was spend about a week reference digging. We wanted to gather tons of inspiration and sources to help us capture the essence of Fallujah. In order to stay organized and to produce things in phases we broke the city up into four key recognizable districts: Outskirts, Industrial, Urban Residential and Urban Center, each contributing to the map in a unique way both in visuals and gameplay. Defining these districts allowed us to plan out the flow of the map and also breakdown the production of the assets into manageable phases. The Districts Outskirts The Outskirts consists of slight hills, sporadic homes in-construction, and other medium sized buildings creating well spaced areas for mechanized infantry to establish an approach into the city. Industrial This district is made up of large warehouses, office buildings and large in-construction buildings. Similar to the Outskirts, these areas will spaced out and provide prime locations for FOBs while offering vehicles cover, allowing them to push into parts of the city. Urban Residential Consisting mainly of homes, this district provides medium density with plenty of areas for infantry to take cover in. Taking vehicles into the Urban Residential areas will be a risky endeavor. Urban Center The Urban Center district is the heart of the city. Large roads, overpasses, big commercial buildings and high density will ensure intense combat. With the map broken down into key districts we were then able to start visualizing some potential map layouts. The original Fallujah West from Project Reality (PR) was examined and, in the end, we decided to use it as a starting point for the map. The goal is to give a homage to the original map in the lower left while expanding upon it and making it our own. The PR map was based off of a real world layout, but breaking free from this gives us much more freedom in level design allowing us to prioritize gameplay over exact authenticity. The First District After getting organized we began producing the first district, Urban Residential. We chose to start on this district because we knew we wanted to revisit the way we produced buildings as they make up a large chunk of our map and wanted to address this first. We also knew the Urban Center district would be the most complicated and intricate set of buildings we would have to make so we decided to save those for last and start with Urban Residential. In order to maximize the gameplay experience of our buildings we made rough blockouts of our buildings based on references. After we blocked out 15-20 buildings we threw together a test map and playtested them. During this stage we weren't concerned about textures or materials, we focused on spacing and variety of gameplay for this district. After a few adjustments we were happy with the blockouts. The team then took them through phases to get the buildings to a final state while creating other assets for the district. The end goal was to make a "vertical slice," a section of the district that represents the target visual style and quality for the rest of those areas of the map. Procedural Materials Being a small team we always look for ways to make our workflow more efficient. To save up on production time and resources we've introduced procedural materials to our pipeline. Vehicle wrecks are an asset which add a lot of character and drama to a scene - and we wanted to do them justice. However, creating vehicles is always time consuming and can be costly in terms of memory footprint. With this in mind, we decided to reuse our existing vehicle models and repurpose an existing shader to "wreck" them. Using this smart material, we can procedurally blend between various states of damage, such as burnt paint and ash. The technique also allows the artist to edit each vehicle in real-time without the need for time consuming asset reauthoring. Both the method and texture set is not unique to any single asset and so can be reused many times - making it inexpensive, versatile and time efficient. Vertical Slice Once the buildings were in a good spot we then arranged them into a scene and started adding other assets. Wall sets, rubble, destruction, building props, terrain materials and a host of other items were worked on to bring the scene together. Taking the time for R&D and to rehash our pipeline has really paid off and has set us up to move through the other districts at a good pace. The level of detail in our vertical slice is our ambitious goal for key objectives of the map but for performance reasons may not get fully realized, but as they say, "Shoot for the moon, even if you miss you'll land among the stars." Offworld Out.