#Map Aftermath - Development Report 01 - thread
1 messages · Page 1 of 1 (latest)
looks nothing like old D
Looks nice, are the buildings to the sides passable through?
Old D had issue of becoming a camp meatgrinder once one team setup well on the road and they had clear straight almost into the spawn point.

Can't wait to play newnamak on frontline. Maps visual flair's greatly improved since launch, fingers crossed it still feels the same, tho a better map (mechanically) is better for sure.
It would be great to have some underground passages.
Is that a brand new skybox for aftermath?
looks like yes
a little narow path from the sides on lower and upper levels , so there is 3 direction to attack like before, but on two floors at same time
That's great change then! Waiting for more 
Looks great man, don’t listen to people talking bad about it. If you want some suggestions you could make barriers out of flood sand bags or even car pileups. Would make more dynamic cover for players to move around.
it looks great, are u guys going to remake every map?
Would it be possible to make the earthquake ruptures less geometric?
also the rubble piles look great and maybe should be added to other maps where there is a lack of cover
Will the shapes of objective borders still be circles regardless of what is to defend on the map?
yes, there is no need to make it more complicated
Can you added holes scattered in some of the floors, like the earthquake caused some damage but not enough to cause a full floor to collapse.
Add disaster response units like firetrucks, Red Cross tents and other things that could be framed as response units that got abandoned due to the fighting starting here.
❤️
cool that old namak remains recognizable
also the map really needed some colour 
Looks very cool Vilkas
Would be nice to see some buildings at wonky angles
And paths/shortcuts you have to build HESCO/Tall HESCO to use
Do Old district next!
Wasn't outskirts supposed to be a rework of old district?
I do miss fighting over a big bunker
it can actually lead to frustrating situations trying to hold a building and capture an objective but being allowed to hold certain angles or changes to certain positions because the building is only partly in the objective zone
i agree, its a nice QOL change, but no need for it to be implemented right away with the update, it would just slow things down
yea, at least more colors than before xD
Bro things are already slowed down they’ve pushed this update back 4x now it’s been almost a year of no actually gameplay changes
lets dive in, and like in chess games - think 2 steps ahead as a developer.
You have circular objectives - you know that within X radious from objective - you will begin capturing ot.
If make a unique shapes for each objectives - its mean that in order to know if you are capable to capture it or no - you will need to open a map (due there is no minimap in game) with will make user experience less comfortable . As well as it will make not clear rules of where are you need to be standing in order to block spawn on objective.
And more problems on the way...
the no-map feature works well with circular objective areas
🗿
HUD in the next update will literally allow you to see which objectives are being captured or not, so not knowing if its capturable or not won't be an issue.
Second point you made about not knowing where to stand in order to capture won't be an issue at all. Current issue is that circular objectives either cover too much or too little in the point of interest it is located at. It's either big enough that I cannot be sure where the enemy is located at (inside or outside the building) or it is small enough that the enemy could be hiding in a corner waiting to recapture the objective after the majority leaves the area.
By making custom objective shapes, you would incentivise better defense of capture points and learning the intricacies of each map.
I see
Mb
tensa d point my beloved
entire building having sight into point spawn 🔥
there will be always to much space to avoid objective spawn camping no matter of what.
At least if its in the shape of a building i'll be able to tell if the enemy is inside or not instead of just guessing
there will be always area outside of building to not let spawn kill/grenade spam from outside.
tensa d:
Thats the attackers problem, not the defenders one
Besides, sworce just named the perfect example of why circular points dont work
Tensa D point exists
many points would work better as a square
Thats exactly why objective borders should be drawn with respect to what players need to actualy defend on the map
^You can make a square that’s bigger than the building that’s on the point :/
Honestly custom point shapes would be really good.
Not like fully custom, but capture zones unique to the map and it’s points would be good.
The new office looks so good, great job @kindred rose
I do however worry how this will affect my fps when stuff starts falling a part lol
thanks.
well, stuff falling part same as before. No FPS impact on this part
