It's almost like games develop over time :)
It's almost like games develop over time :)
I remember in his reaction to the gameplay trailer, OperatoraDrewski kept calling Espinoza Dozer on accident.
Wonder if that's why they changed it lol or he knew something.
Dozer is his nickname. Santiago 'Dozer' Espinoza.
You are the map designer or coded the map?
map designer! I wasn't alone though, there are also a bunch of talented artists, vfx, audio, qa, lighting and tech people working on the map ofc!
Hey I have a question. What are the conditions that affect the Rocket Launch being either a failure or a success????
At certain stages during the launch sequence the rocket is vulnerable and there are visual cues for when that happens, that's all i'll say for now ;)
Wondering if any UI feedback would be passed on. It would be nice to see the kill/damage/action XP log go back to the center again as it was in previous games or at least have an option to toggle it to center. The kill feed on the left and XP feed on the right obfuscate the action/kill feedback
Anything that a lot of people feedback on while be looked at ofc!
Wait. You were a level designer on this??? Awesome. Man thanks for all the hard work, especially through these difficult work conditions. Thanks to all of you.
Indeed I was! Designed this one and Renewal :)
First of, happy belated birthday!
Secondly, I would encourage you to reach out to the retailer of your choice to see if you can expect a preorder key that would grant you early access to the Battlefield 2042 Open Beta.
Wish you the best of luck with it! :)
Just the Reddit thread title I expected to see from u/ballsdeepinmysleep when we dropped the announcement video today
Hey! I'm a programmer and would like to work with level design in the future. Any tips? Sorry it's not BF related hahah
Yo! Awesome =D And yeah my main tip is to just make layouts, for any game! Anywhere you can easily make stuff, either just top down layouts or actual blocked out maps in a level editor is great. Key to designing maps is just analyzing maps you enjoy and why you enjoy them (and hopefully why others enjoy them too) and getting used to making stuff (and iterating!). I rarely block something out perfectly on the first try (if ever), it's all about starting with a main idea what the intent is and then iterate iterate iterate!
I know you're a level designer and this stuff is technically not supposed to be your field (though I'm sure you know this stuff more than I do lol) but do you know if you guys will support the Vulkan API alongside DirectX 12. Thank you
That is an excellent question that unfortunately I don't know haha, hopefully we can release more info regarding that stuff as we get closer to beta and launch!
Can't wait to get that polished Orbital goodness! One question though, could you go deeper into what the findings were from the playtest that made you move the Assembly Capture Point from inside the building to the rooftop? Too chaotic, too many angles to die from in the original location or something else?
Sure, the main thing was that it swallowed players a bit too much, which in conquest isn't really what we were looking for. Essentially fighting in there is really exciting when you have a lot of people there, but we cannot guarantee that in 128 player conquest since there are so many other areas to fight in, but in other modes that is less of an issue ;)
Will the Beta be Cross platform play as well?
Will share when we get closer to beta!
Hey I like this, random is good. Keeps things fresh. I'm interested to see all the little details of the map again, enjoyed it during the play test. Hoping with all the tweaks it's even better! Interested to see how the moved flag position (I think it was b, the one inside the big tower) affects that areas gameplay.
Yeah that's the idea! And hopefully with some things random and some things player-impacted you get a lot of variation which was the main goal. And yeah in Conquest it played better with the flag on top of the building, but the inside with the half-assembled rocket might be a flag in other modes ;)
Hmmm, very interesting indeed!
It played way better in Conquest. The inside with the half-assembled rocket is still a flag in other modes :)
Quick question by minimum system requirements do yall mean GTX 1050 Ti will be able to play the game fine, or just 1080p 30 fps?
I'm actually not 100% sure, will have more answers as we get closer!
Did you take any inspiration from just cause 3 because that’s the first thing I thought of when I saw this map
Haha I can see that, but for me the main reference was caspian border from bf3. Not the layout itself but how we use vegetation and a sort of circular flow for the map
Can you be on the rocket when it launches and ride it up into the sky? :)
I'll leave some things to be discovered!
Sorry, one last question. I noticed you said the flag on the assembly building is on the roof now, is that the B flag?
Correct! It used to be inside the building but is now the rooftop with the helipad
So I assume both the tornado and rocket launches (or not launches) don't happen every single match so to keep it varied?
Correct! At least the weather and storm, the automated launch is part of the map but the outcome can vary. For example if it launches successfully it doesn't alter the map too much, other than making the launch platform more air friendly. If it explodes however, it's mayhem in the best possible way :D
Bruh someone please nerf つ ◕_◕ ༽つ