PUBG_NickK

PUBG_NickK



19 Jul

Comment

Originally posted by Bubbles_012

Specific question to map designer (is that you Nick Kleiman?)

One of the things I like most about Deston is that the towns are not symmetrical (revised sanhok and taego are guilty of this). Symmetrical arenas are boring and disorientating. It’s great seeing that Ripton is so angular as a cityscape. And the lodge is looking like a great hotdrop (with those 2 barns to its side allowing for offensive/defensive showdowns).. although I’m not a fan of the tunnels because they become a rats nest.

In general, there seems to be a balance between complexity and simplicity that makes a town perfect for hotdropping and accounts a lot for the replayability of Pubg. That’s all SEA ranked likes to do.

My question is.. How do you understand this concept. How do you approach a hotdrop location like the Lodge and make sure it has that replayability. What makes small arenas like powergrid, school, bootcamp so special?

Also: I wish you kept the old mount kreznic, it ...

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Great question! Glad you are enjoying the map
Understanding the balance is experience and playtesting. It isn’t something that happens overnight. I think the key of making a replayable area is unique look and varied gameplay experiences.
Is the place memorable and interesting to fight in?
Is the location easy to navigate and have clear pathing/reads?
I feel like good design is about giving meaningful choices. You can give 50 choices, but none of them are good then they are not choices. I rather give 10 meaningful choices so I feel like player can make a good decision win or lose.
With the locations you have listed I think you will see that there is good flow which leads to fun memorable encounters. Play and counter play, the location should help facilitate the gameplay and not hinder the player doing the main gameplay loop. Thanks for the great question.

Comment

Originally posted by PUBG_Chris

On the terrain side a lot is dictated by where things are. Mountains get more rocks and cliffs, fields get more trees and bushes. A lot of inspiration is just from real life. You can find a ton of cool visuals everywhere in nature. If I'm feeling a bit less creative I'll just start reference searching till I see something I like.

For level design in terms of layouts and building construction I often come from what type of gameplay or experience I would like the player to have for the area. Is it long range, CQB or both? Then it comes down to what is the architecture or look we are trying to achieve. It is a crazy balance of making something look realistic/grounded, but work for gameplay. If I hit the wall I’ll do the same as Chris and reference search structures or locations. Sometimes I start on a completely different area that provides a different gameplay experience. Then usually it breaks loose what was blocking me in the previous location.

Comment

Originally posted by XNoboomX

First off, I'm really enjoying Deston, so thank you for all your hard work! I've got two questions for y'all, if you've got the time. I guess they are mostly about design, so I'll take the liberty of mentioning u/PUBG_NickK, hopefully you'll forgive me for that, and once again thank you if you've got the time to respond!

When did the development of Deston start, and how long does the development of the average map take? Especially for Deston vs. smaller maps like Haven.

What do y'all think is the most underappreciated part in making a map like Deston? I'm sure that there are so many complicated and nuanced decisions to make about things like the flow of the map, etc, so I'd love to hear what y'all think is the most important/unappreciated!

PC (Steam) - XNoboomX

Thanks for the question. Glad you are enjoying the map.
Not sure just yet what the most underappreciated area is just yet since people are still exploring. I’m seeing a lot of movement throughout the whole map. If I had to pick a location right now, I would say Wind Farm area. It has a unique look and gameplay that you can’t really get in the rest of the map. Plus driving through a giant fallen turbine while chasing/being chased by another team is awesome.

Balance is a big thing when making a large map, we don’t want to make filler spaces, so we tried to make interesting gameplay locations that aren’t just POI or towns. There is some great story telling and layouts in just the house sets placed around the map. Makes for some fun end circle engagements when they happen there. I wanted to make sure there was always somewhere interesting to go no matter where you are in the map.

Comment

Originally posted by ruanzerafps

Where did the inspiration for the layout of the deston houses/buildings come from? They are very different in a positive way from the other maps that have already been released.

Platform: Steam

IGN: 30_tchuco

My goal was to make the buildings feel right for the map location while providing easy pathing, clean reads and enough width that players don’t get caught while moving through the space. It does mean the buildings are larger than previous maps, but I think the reduction of movement friction is worth it. Hopefully the community feels the same.

Comment

Originally posted by Reedi1337

- How long did it take to create this map?

- Have you considered increasing the vehicle spawn rate?

- Have you considered adding this map to ranked games?

- What was the hardest part of creating this map?

- What is your favourite part of the map?

- Will fuel pump be added to other maps?

In my opinion this new map is 9.8/10

PC (STEAM), xReedi

Got a few answers for ya. I'm glad you are liking the map.

- We are looking into increasing vehicle spawn rates/locations.

-Hardest part of the map was finding that right balance between all the biomes and unique locations. We wanted it to feel like it all fit in the map while providing a variety of gameplay styles/interactions.

- My favorite part of the map is Lodge. I love the different looks and the intense CQB combat of moving through the space.

Comment

Originally posted by PUBG_Chris

It's always fun to make something new and have people enjoy it. As for more pressure I feel like there is always that pressure. No one wants to make something unfun.

I agree with PUBG_Chris. There is always that pressure, but it presents a fun challenge to tackle each time. Keeps the creativity going.

Comment

Originally posted by shakabusatsu

Why design a skate/bike park ... but not code a 100% mtn bike ground loot zones in THAT area. OR would you pwetty pwease next update?

"maybe............."

Comment

Originally posted by Massive-Passion-542

when will they put more cars in deston and car patrol for when?

IG: CsF_Y3N1ER

Plataform: Steam

We are looking into increasing vehicle spawn rates.

Comment

Originally posted by Delzaugh

To the whole team, great work on Deston! It shows why it was a map so long in development.

My couple of questions: ( pick freely which you want to answer )

1) Which Area of Deston has undergone the most rework/focus? All areas look to have been through a lot of discussions and work. I am wondering which one took the crown of focus? ( If the answer is Ripton, please tell us what the runner up was )

2) Why are the working windmill's blade 'virtual'? Would have been amazing if they actually cut your parachute and/or even influence your parachuting cause of the wind

3) This Survival Pass looks very nice! Sadly, due to adding the boxes, Belgium & Netherlands can't purchase these. Was this considered when setting them up? Will future season passes have the same content and thus making it impossible for me to get that content? Or will you be setting up maybe alternative versions for the pass?

4) The map feels slightly off balance ( emptiness fee...

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Which Area of Deston has undergone the most rework/focus? All areas look to have been through a lot of discussions and work. I am wondering which one took the crown of focus? ( If the answer is Ripton, please tell us what the runner up was )

You got the answer right it was Ripton because large dowtown city with many tall building means a lot of playtesting. But the runner up is Arena. It went through a few variations through playtesting to find the right layout. In the end I think it hits a good spot by providing three different gameplay locations all in one POI.

Comment

Originally posted by ransombarefoot

Destin is a huge map like Miramar, but I wish Miramar had more circles ending in the cool outlying areas like Prison.

Will Destin feature more final circles on the edge of the map??

Platform: Console Gamertag: RansomBarefoot

Will Destin feature more final circles on the edge of the map??

We are looking into where final circles are ending and how they are spaced so nothing is off the table.

Comment

Originally posted by DeceptiveCreed0702

Greetings from India, PUBG devs. Having an absolute blast on Deston and the map was surely worth all the wait.

Coming to the question- Haven came out in 2020 December and I couldn't help but notice that some buildings on Deston look similar to the ones on Haven. The large warehouses in Assembly looks like an upgraded version of the ones in Steel Mills from Haven.

Also Haven was PUBG's first take on a Urban style map. Was Haven a test bed for Deston? Secondly, why is Deston called 'The Fallen City'?

Platform: PC

IGN: DeceptiveFTW

We learned a lot of things in Haven, with any map there is always something to be learned from both what worked and what didn't. Haven being an Urban map definitely helped influence the design choices made in downtown Ripton.

Comment

Originally posted by Immediate_Chicken_14

Why can't we jump off the middle of any Ascender?
In-game name: puchi_marta
Platform: PC

We wanted to keep player control when using the Ascender. When attached to the ascender the player can detach and drop at any point by pressing the mount button again.

Comment

Originally posted by danilocmm

Will more vehicle spots be added? (PC/ NaoPodeSe)

We are looking into vehicle spawn locations and spawn rate adjustments.

Comment

Originally posted by PUBG_Chris

Thanks! It was a lot of work but I think it was worth having the different biomes.

The midgame is something on our radar for sure. There are different things we are looking at. The feedback is great and we take the data to see where different elements land.

I have two personal favorite features because I feel they go hand in hand. Ascenders and always on Parachutes. The amount of traversal and player choice they offer create awesome gameplay moments.

Comment

Originally posted by gustavomlsz

What was the biggest challenge u guys had during the proccess of creating such a big map like Deston?

Btw I love the details of the buildings…

IGN: Cogu-Melo Platform: PC

What was the biggest challenge u guys had during the proccess of creating such a big map like Deston?

Big challenge was creating a realistic grounded area that feels great for gameplay while providing all types of player experiences. It was a lot of back and fourth to find the balance between locations and giving unique areas that players would have fun fighting in. That variety shows through with the different biomes throughout giving a different experience in building/POI layouts and terrain. Such a fun challenge to be sure.

Comment

Originally posted by Prince_Kebaboni

Will we get more cell towers in the center areas of the map?

platform: PC
Username: Prince_Kebaboni

Will we get more cell towers in the center areas of the map?

We are looking into the feedback and how people are playing the map. More Cell towers isn't out of the question and we are looking into adding more vehicles as well.

Comment

Originally posted by Linnception

Thanks now I'll need to listen to "Say My Name" and "Survivor" a few times today....

Great question, and something u/PUBG_NickK can likely answer better than I can. But we initially were thinking exactly like you mention in the later part of the question, "how can we design this with a BUNCH of favorite locations in it?" Having a non-central "Main" city is part of that, with speckling in minor cities and unique points of interests along major routes - Concert, Lodge, Arena, Barclift, etc

Like Linn said, the main focus for the map was to create player choice. Give many unique engaging locations that have the potential to be a hot drop regardless of the plane path. Not placing Ripton was part of the process. We wanted to give something for everyone's playstyle. It's not easy to do, but I feel like we found a great balance within the locations.

Comment

Originally posted by NydNugs

This one's for u/PUBG_NickK. What's your thought process when making a bathroom and whats the lore for the lack of toilet paper in PUBG?

Pubg Cursed Bathrooms

This one's for

u/PUBG_NickK

. What's your thought process when making a bathroom and whats the lore for the lack of toilet paper in PUBG?

Bathrooms are key to making a building feel real and lived in because we all "got to go". As for the lack of toilet paper we all know that toilet paper is the first thing to be stockpiled when things go sideways.