kalletheslayer

kalletheslayer



11 Nov


22 Oct

Comment

Originally posted by gilleard

I imagine it'll have normal lights, then when they get destroyed, switch to backup emergency lighting?

Agreed, whole other set of toys to solve the bottlenecks than in the beta. Smoke, shields, Irish's barriers/trophy system.

Not all lights will stay though, so should still be some fun opportunities after a couple of explosives goes off down there ;)


18 Oct

Comment

Originally posted by sterrre

Is the change for both last gen and next gen versions? 8 tanks plays a lot differently with 64 players than with 128.

u/kalletheslayer

Yeah only for the 128 player conquest layout, for the 64 player layout it's 2 tanks per team for a total of 4 :)

Comment

Originally posted by copium_detector

That's nice to hear. 2 tanks is very low imo. Any plans on having the amtrac / AA be a separate spawn so they don't share the same slot? The overall tanks can be reduced if this gets added (if it's a problem)

In BFV (but also BF1 - mortar truck) we have the issue where (on Breakthrough for example) one team would spawn an AA and the other spawns a Tiger. Obviously the Tiger annihilates the other team and that's just 1 person throwing the game. There's nothing the AA can do to a Tiger. The old ways of doing the spawns (BF3 / BF4) is superior because each team gets predetermined vehicles which are put there by the developers after inspecting / testing the map. That way the balance of the map is always the same instead of it being ruined just because 1 person decided to spawn a useless vehicle on X map.

Currently not that I know of, though I should mention i'm not involved in that system at all really (other than placing their spawns and tweaking the amounts of the various types of vehicles). I know there was a reason for grouping them, but unfortunately I cannot speak for why and how it works haha. Though i'm sure with enough feedback and data we would look to improve if things don't work as intended!


11 Oct

Comment

Originally posted by SMK_GAMING_

I'm certain this area will be part of breakthrough. Might not be a capture point but certainly an area with more player traffic compared to conquest

I'm gonna let you guys in on a secret; on PS5, Xbox Series X/S and PC it is a point in breakthrough ;) and on PS4 and Xbox One it's a HQ!


08 Oct

Comment

Originally posted by DJ_Rhoomba

u/kalletheslayer Did you take the inspiration of the large tower building in Orbital from the NASA Vehicle Assembly Building?

How challenging was it to build the building and all it’s accessible floors?

It was a combination of references for that one, from launch sites all over the world :D But yeah making it work was a challenge for sure! It plays very differently depending on mode etc, but hopefully we landed in a good place!


07 Oct

Comment

Originally posted by Thake

I had it 3 games in a row in the space of a few hours. I don't think upping the spawn rate is the right answer. You will water down it's effect. 10% is more than enough imo. It's going to get old quick when it keeps happening.

I get some people never saw it, but it makes it all that more better when it arrives.

Let's hope you have a dial behind the scenes so it's an easy tweak. I assume so, so if it's too much you can dial it down anyway.

I think that's fair, and yeah luckily we can tweak it pretty easily during live so if we find it happens way too often we can tone it down!

However I think it will be less of an issue when you are playing multiple maps, but again if we wanna tone it down etc we can :)

Comment

I think for the beta it's about 10% to happen, so fairly unlucky to not get it in 20 games :( but with that said, we have upped the % for the storm to happen for launch (and also improved timings overall so it won't happen too late in the round)


05 Oct

Comment

Originally posted by turdmogrol

Can't believe the bot spoke for you like that smh

Right? So rude!

Comment

Originally posted by wikipedia_answer_bot

Kalle is a masculine given name of North Germanic origin, a variation of Karl. In Sweden, people named Karl are commonly nicknamed Kalle.

More details here: https://en.wikipedia.org/wiki/Kalle

This comment was left automatically (by a bot). If I don't get this right, don't get mad at me, I'm still learning!

opt out | report/suggest | GitHub

But in my case i’m actually named Kalle, no nickname here!

Comment

Oh man this hits me right in the feels. I see myself in the top, 12 years old playing the Battlefield 1942 beta with my friends. Now 19 years later I had the honor of designing the beta map for Battlefield 2042 :')


03 Oct

Comment

Originally posted by haaaaiblommetjie

Would you say the maps in this game are designed more for conquest or more for breakthrough? For example I'd say bf4's maps feel more designed for conquest, while the bf1 maps feel more designed for breakthrough. Your Iwo Jima map also seems to work best on breakthrough. Can you provide any insight on this...?

Love reading all of your insights. I would love it if we can get those map designer interviews, as seen in the blog, for every map in the game

Yeah older games were usually focused on Conquest since Breakthrough wasn't a thing back then, and as you saw Iwo Jima was definitely made for breakthrough first. In BF2042 it's more of a mix. Essentially they are made for Conquest but we always strive to have a sense of journey through a map, which makes it easier to make a Breakthrough layout too :)


29 Sep

Comment

As the level designer on this map I can confirm that since these are cryogenic fuel tanks white stuff comes out when the balls explode 😳

Comment

Originally posted by Starshine95

Mhhhh I see, so there is no chance of nothing happening and the rocket just sitting there. Could have been a different, rare “third outcome”. But again, as you said, the launch is part of the map experience and I still have to play it.

I just think it could be an additional variant, having a small chance of “nothing” happening. Less grandiose, sure, but it would add a different unexpected outcome rather than knowing every time that the rocket is going to (attempt) launch no matter what.

There are definitely scenarios in other modes where that happens, i'm mainly talking about Conquest and for the beta :)

Comment

Originally posted by Thagyr

Will we be able to grapple the rocket as it launches?

I'll leave some things to be discovered!

Comment

Originally posted by HolyAndOblivious

K. Got it. Avoid obvious tank lanes it is. Do you use server side rendering for unseen players?

That i'm not actually sure how it works, sorry!

Comment

Originally posted by jesbro123

Not about Orbital specifically but hopefully it's something you would know.

When using the AI Backfill option for Portal will we get up to 127 AI Soldiers for a full match even if playing Solo?

Yeah if you play on PC/PS5/Xbox Series X you should be able to play with up to 127 AI

Comment

Originally posted by Starshine95

So the launch always happens no matter what and the outcome is either a crash or a successful launch? Or is there a chance the automated launch fails and nothing happens? That could be another variable for the map!

But I haven’t played it yet so I don’t know if that would work or not.

Correct, but when it happens varies. It can also either launch or crash based on player actions during the launch sequence, but there is also a the storm that might or might not go past the rocket taking care of it for you. Essentially we wanted it to be a main part of the map but how and when it happens should feel more dynamic than just 1 outcome, and even though there are technically 2 outcome there is a lot of variation surrounding them that still makes them feel different. Looking forward to getting more feedback as you all get to play it :)

Comment

Originally posted by SamM57999

Which one would you say is more interesting?

Renewal was definitely the more unique one to work on, since the concept of it is pretty bananas. Orbital in that way is more straight forward, but it also has the rocket and stuff so both were fun :D