Popular Post FRAYDO Posted December 11, 2016 Popular Post Report Share Posted December 11, 2016 Siege developer notes by Raap. Come see the completed project! Siege developer notes - by @Raap "Hey folks, I'd like to thank everyone for being patient with the release of this level. It took a lot more time to develop than I anticipated, and then some real life matters caused further delays. I simply had to get the level out this year, so I made a concentrated effort to wrap up development on the level, so that you can finally play it.""Siege originally started a rough development back in 2008 during the BlueHell Production days, where it was designed to be the first airplane-enabled level. The order was to create a level with enough open space for airplanes to do their air-planey-things, but unfortunately that feature never made it into any public APB release, and Siege was put onto the backlog of other unfinished projects." "Siege has seen more changes than most maps. Once featuring a massive castle interior, I eventually opted to simplify the map design in order to focus gameplay into smaller areas, which also meant I could focus my development attention on smaller regions. The level was divided into a few segments which were all developed separately; The caves, the ramparts and balcony, the courtyard, the team bases, and the rivers/lake. To spare the technical details, you can assume it involved -a lot- of different files and assets." "In terms of gameplay, the intent was to keep the map focused on core APB gameplay, and not be quite as big of a departure as HostileWaters was in this regard. The gameplay development went towards secondary gameplay elements, such as the permanently present Siege Cannons; Stationary castle wall cannons capable of dealing extreme damage, and repairable once destroyed. Additional mini elements are also present, such as destructible scaffold bridges. Last but not least, I've experimented with a new side feature not quite done before, for now, I'm simply calling it a "map secret challenge"." "In closing, I hope you folks enjoy Siege, it is my second contribution to APB Delta, and there is one final contribution coming up, and trust me, I did save the best for last..." 11 Quote Link to comment Share on other sites More sharing options...
NodGuy Posted December 11, 2016 Report Share Posted December 11, 2016 Cool. 0 Quote Link to comment Share on other sites More sharing options...
Raap Posted December 11, 2016 Report Share Posted December 11, 2016 Thanks for the highlight, Fraydo. 0 Quote Link to comment Share on other sites More sharing options...
Mojoman Posted December 12, 2016 Report Share Posted December 12, 2016 So it's in rotation now? 0 Quote Link to comment Share on other sites More sharing options...
Einstein Posted December 12, 2016 Report Share Posted December 12, 2016 Not yet. Coming soon! 1 Quote Link to comment Share on other sites More sharing options...
Jerad2142 Posted December 12, 2016 Report Share Posted December 12, 2016 Looking great! 0 Quote Link to comment Share on other sites More sharing options...
Raap Posted December 12, 2016 Report Share Posted December 12, 2016 (edited) Looking great! I could have pushed things quite a bit more, visually, but Siege is a very large and open map with a lot of open "background" space (also, flight enabled with underground sections, AKA the recipe for VIS disasters), so for performance concerns I opted to focus the detail on the most played regions of the map. My last map will be MUCH more compact, so I won't be forced to choose which areas get to be more detailed, I simply get to make everything Delta-level detailed. Edit: Regarding some sort of ETA for the map, Pushwall ran into a few issues that didn't exist on my end. This is presumptuously the side effect of having two different working environments, since myself and a select number of people who previewed the map, never encountered problems. I'm sure however that things will get resolved soon. Edited December 12, 2016 by Raap 0 Quote Link to comment Share on other sites More sharing options...
Isaac The Madd Posted December 12, 2016 Report Share Posted December 12, 2016 Can you fly through the caves/tunnels? 0 Quote Link to comment Share on other sites More sharing options...
Raap Posted December 12, 2016 Report Share Posted December 12, 2016 Can you fly through the caves/tunnels? Nope, a barrier prevents aircraft from going into places that they realistically shouldn't. 0 Quote Link to comment Share on other sites More sharing options...
FRAYDO Posted December 13, 2016 Author Report Share Posted December 13, 2016 Thanks for the highlight, Fraydo. Glad to do it, Raap. Good stuff. 0 Quote Link to comment Share on other sites More sharing options...
Raap Posted December 13, 2016 Report Share Posted December 13, 2016 (edited) Thanks for the highlight, Fraydo. Glad to do it, Raap. Good stuff. Did you find the purpose of those orbs? You probably shouldn't spoil the solution if you did... Edited December 13, 2016 by Raap 0 Quote Link to comment Share on other sites More sharing options...
Raptor29aa Posted December 14, 2016 Report Share Posted December 14, 2016 Raap will be give us this awesome gift of a map for Christmas, thanks. It's as if he were Santana Claus. 0 Quote Link to comment Share on other sites More sharing options...
Raap Posted December 14, 2016 Report Share Posted December 14, 2016 Raap will be give us this awesome gift of a map for Christmas, thanks. It's as if he were Santana Claus. Heh, shame it's not very snowy or festive, though! 0 Quote Link to comment Share on other sites More sharing options...
MPRA2 Posted December 14, 2016 Report Share Posted December 14, 2016 like the new helipad design for the map, and the 1 way vehicle lane..... It'll give breathing room to smaller games, or teams who cant defend on multi-vehicular lane maps, as well as saving catting, me, alstar, etc. from having to repairwhore/defend/v2snipe everything.... gonna have to watch out for sneaky infantry rushes I'm assuming. cant wait to camp the cannons as well. 0 Quote Link to comment Share on other sites More sharing options...
Raap Posted December 14, 2016 Report Share Posted December 14, 2016 like the new helipad design for the map, and the 1 way vehicle lane..... It'll give breathing room to smaller games, or teams who cant defend on multi-vehicular lane maps, as well as saving catting, me, alstar, etc. from having to repairwhore/defend/v2snipe everything.... gonna have to watch out for sneaky infantry rushes I'm assuming. cant wait to camp the cannons as well. It's NOT a helipad as you are used to, they are purchase landing pads, with no refill capabilities. The reason I added them was to better communicate to players where aircraft land on purchase, and avoid a lot of "accidental" deaths. 0 Quote Link to comment Share on other sites More sharing options...
MPRA2 Posted December 15, 2016 Report Share Posted December 15, 2016 like the new helipad design for the map, and the 1 way vehicle lane..... It'll give breathing room to smaller games, or teams who cant defend on multi-vehicular lane maps, as well as saving catting, me, alstar, etc. from having to repairwhore/defend/v2snipe everything.... gonna have to watch out for sneaky infantry rushes I'm assuming. cant wait to camp the cannons as well. It's NOT a helipad as you are used to, they are purchase landing pads, with no refill capabilities. The reason I added them was to better communicate to players where aircraft land on purchase, and avoid a lot of "accidental" deaths. good idea, now I dont have to be crushed when running by an actual helipad when someone decides to buy something. 0 Quote Link to comment Share on other sites More sharing options...
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