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Showing results for tags 'level design'.
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EliteLurker posted a topic in TutorialsNot done by me, made By Steez of the BigD gaming community. Note: as of 15th July 2019, do not manually set Hexes as team one, two or neutral only use Spline % as explained in the video or they will not work as intended.
Hi all, I'm in the midst of designing a map and got to thinking "what about the map design in Squad do I like?" What do I not like? I was hoping we could all have a discussion on this topic in a effort to put forth common design principles of good Squad level design both in general and in regards to specific gamemodes (AAS, ConQ, Insurgency, Invasion.) Note that I'm talking about map/level design here, not game mechanics that are outside of the scope of level design (eg. "sniper range is too far,) but includes gameplay that is facilitated by map design (eg. I hate being sniped from across the map when there is no cover in sight.) Basically I want to talk about how the level design can shape gameplay in a positive way. To start, one thing I like in Squad is maneuvering on the enemy to engage or flank. Elements such as having lots of cover and having routes that allow teams to post overwatch positions to cover maneuvers can help to increase game flow from Cp to Cp. Something I dislike is how the capture points on most maps are easily defended. This has the effect of making it difficult to dislodge a defending team once they capture a point and you end up with a game of mini defend and hold missions - which isn't great gameplay to many people. Making the space around CP's less defensible would result in more dynamic back and forth matches and increase the usefullness and reliance on building fortifications around the CP's that are most valuable. This of course would need to be balanced with logistics. If a team can easily afford to turn each CP into a super FOB then there is no point to the strategic choice of what capture points to build up. Another thing I hate -badly design road networks. It should be much more straight forward to figure out a path from the main base to capture points on some maps. I'm looking at you CHORA. One or two more bridges would seriously help here. On that note, really really long unboken walls are also terrible. Both high and short ones. Again, WTF CHORA. Getting rid of some of the walls and adding some bridges could really open up the map to more gameplay possibilities. As is it feels restricted like you are funneling players into specific corridors.
I thought I would start a general Level Design thread. I am new to maps of this size. Add things in here that are needed or ideas that affect game play; from a level design perspective. I am currently learning this games mechanics and game play - so any additional items on how the current game play flows and any changes to this would be good. I am aware that this is in alpha; and many things are not optimized - like tree collisions. First off, I see an issue with terrain - it seems I can pretty much climb and walk anywhere. Need to use that slope bias more.
So there's these so called terrain generators and creation tools where you can feed a bunch of parameters and they will essentially spill out terrains. Luckily for us Squad's Devs are using these (AFAIK, I might be wrong) to create authentic landscapes for the game. To show off what can be done with these precious tools here's a bunch of media: Some of these tools are industry standards for Hollywood and so on.
I didn't see a page about jobs and was wondering if you were looking for or open to other people joining development. I would love to do some level design for this game and have used UE to make maps before. It's a long shot to ask but I really adored PR and would love to use my skills to contribute to squad!