I really hope they don’t fix this lmao
You can rest assured. This won’t be fixed because there’s nothing to fix. Working as intended :)
I really hope they don’t fix this lmao
You can rest assured. This won’t be fixed because there’s nothing to fix. Working as intended :)
How great must it feel to have people discover things in a world you created that you didn’t even think up yourself?
Scary. Fun. Exciting.
In that order lol
As designed. This was totally on purpose....
There's also the same railing by the Grow towers that lead to a sheer drop onto the floor below but right next to that floor there's a drop off the map with no markings that it's a death fall.
SOME CONSISTENCY WOULD BE NICE RESPAWN
Oh man... I tried making this as consistent as possible but it seems the edge cases are being felt harder than I expected. I’ll try taking a pass at this for the next update. Thanks for the feedback!
sigh I’m sorry. This is a bug on my part. The nav mesh was generated there so the care package believes this is a valid spot. I’ve fixed this locally, but the fix won’t be sent out till a future patch. :(
First off I just want to say congrats on Olympus. My first impressions are overwhelmingly positive, and it seems like the entire community really likes it as well. Here are some questions I have:
How long did it take to make Olympus, and how does that time compare to KC & WE?
Was making the Trident in any way similar to making Titans, in that you had to create more open and wider areas on the map?
Are you planning to make more maps? If so, can we expect around one new map every year?
Any chance of an apex mobile companion app so we can manage our club, track our stats, customize banners, etc.?
Edit
I want to add one more question: KC has loot ticks and WE has cargo bots, so how come there is no equivalent for Olympus?
Thanks! It’s been a long road to making Olympus shine internally, so we’re happy it’s doing well out in the wild.
We started Olympus around Spring 2019. A few months after the game shipped. It takes a long time to build, test, iterate, art and polish a map for release. Similar time to KC and WE.
Oh yes. So much time taken to get the Trident right in Olympus. A few designers here would poke fun at the tasks I had for the Trident that were very similar to the tasks they had with Titans in Titanfall maps. A lot of work to get these beasts to work well in almost all spaces. I say almost, because those barrier AR walls that the driver can see were for spaces we knew were problematic for the Trident that we didn’t have time to solve before release.
No comment. It’s safe to assume our design team is very busy on some cool stuff :)
That would be very, very cool but I have nothing to announce at this time. Hopefully in the f...
I hope that you are feeling proud of what you have done, because this really is an amazing season. And sorry if some members of this community are a little bit... extreme.
My question is: what's the process of creating a map like? I have noticed that Olympus' POI seems like different deathmatch maps connected by big areas (for the vehicles). Is that the feeling that you were having in mind while creating Olympus or...?
Thanks in advance! And thank you for doing this!
Thanks!! The team is feeling really good and I’ll be sure to pass on the praise. Woot!
Creating a POI is about giving enough space for multiple squads to land but also making the space easy to understand from the dropship so you know what kind of gameplay you might experience. I play a lot of Rainbow Six, Call of Duty, and Doom, so some of the spaces may feel like extensions of those games since I like that style of predictable combat in a wide, linear space. Of course, this is Apex, so the design approach to these spaces needs to be made in the context of our game. There needs to be a healthy balance of Apex common assumptions and how creative we can get in making each POI feel different and fun.
When can we drive the bikes and forklifts in Olympus
Haha we're a team focused game, so we want to emphasize squad tactics.
Perhaps in the future we can try solving a team based forklift. Triple seater forklift? No, that’s dumb. Nevermind.
I really enjoy the new map, imo it's the prettiest one.
I have a question regarding map design.
On KC you have loot ships and loot bunkers
On WE you have Vaults and Bloodhound trials
What was the thought process on not including such "gimick loot locations" on Olympus?
All I can say is stay tuned. :)
Let me say that I love Olympus. Both the attention to detail and large-scale flow of the map feel amazing.
From a gameplay perspective, what were the team's objectives with the Olympus map design? What did the team learn from the first two maps that they wanted to implement in this third one?
Nice question! As with every new map, our goal is to challenge players in a very different way. Large rotations are the foundation of Olympus’s design and that personality can be found with the Phase Runner and Tridents. We understand that players have pain points on our previous two maps, so when building Olympus we tried to find the pain points that felt global to Apex and address those as best as we can while retaining the personality of the map. That balance is hard to hit but we think we created something great and like with any map, we can update the map overtime to address any feedback you have.
Never stop giving feedback - it's the lifeblood that feeds this design team. :)
Olympus is one of the best looking maps I have played in a video game period. What was the main goal when setting out to create this?
Hahah thanks! The art team killed it when on this map.
Olympus was the result of some f*cking awesome concept art we had from the Titanfall series. We wanted this map to feel and look way different than Kings Canyon and World’s Edge. Goals we had in mind was to really lean into the sci fi fantasy of this universe. We have Legends that can create portals, are sentient robots, and our newest Legend, Horizon, that can create miniature black holes. With all of that awesome, sci fi goodness, we thought “Let’s go big and make something different and special”. The Phase Runner is an example of leaning into that big, sci fi universe we built and also introducing a way to shake up gameplay with large rotations around the map.
When you think of a city, it’s usually dense areas with concrete and large skyscrapers. We’ve done that before on World’s Edge. On Olympus, we wanted to subvert expectations and think of something no one has seen before. If someone were to build a city...
Read moreu/StryderPilot when designing Olympus what were your initial expectations going into creating this unique map and now that it’s here, do you feel you have met or exceeded them?
Also any tips or favorite locations on Olympus we should know about? It’s all so beautiful and I love Octains location specific lines about using thermites.
Thanks!
Nice question! Expectations when creating any new map is to challenge players in a different way. We want every map to feel and play differently. With Olympus, we wanted to challenge players’ awareness and reward those who plan their routes ahead of time. The Trident and Phase Runner are to encourage players to land further away, knowing they have the choice to use these tools to move into the zone at their own pace. I think these expectations are being met, but it’s only been a few days since the map’s been out! Like with any new map, there is a learning curve to learning where the loot is, where fights can happen, which places are safe, how to counter the Trident…etc.
Favorite locations? Ooof. I loved designing Bonsai Plaza. Especially the Reverie Lounge. With that space, it was cool to build something so simple that sat above the entire area and with tons of glass. I wanted players to gain an edge of what was happening below, but with the risk that there are only a few ...
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