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The idea behind the hyperloop is to have things going fast through a vacuum chamber.
As soon as tube is penetrated air would rush in all the "pods" (carriages) would just crash into the sides and bottom of the tube and wouldn't be able to move again.
Apart from that, yep the interiors definitely need work, you can tell there are a number of skyscraper interiors that were either for different map layouts or were incomplete models or the modelers have no idea what constitutes a logical building layout - case in point - skyscrapers with foyer mezzanine levels with no doors or anything on the mezzanine.
So people are going to take an escalator or stairs up to a higher level with literally nothing on it? I don't mean gameplay wise, I'm talking about from an architectural standpoint. The higher level in the foyers of a lot of the skyscrapers in the game is literally just a floor with maybe a couch. Foyers are design with waiting areas but you don't have a first floor waiting area mezzanine, away from the entry, and away from the lifts with nothing there - it makes the space entirely pointless and impractical as a waiting area. They could chuck in a couple locked doors and a coffee stall and it would make them instantly more believable.
If you think its silly to point these things out, most buildings in the game are like this - as in, they are not believable because the floor plans are so dumb.
Buildings in portal are much, much better since they copy layouts / models from previous games, and the modelers from previous games had a faint idea of logical building layouts - not great, but not mind numbingly dumb. Also I know concessions need to be made for gameplay yada yada, but a lot of these things wouldn't effect gameplay, they would just make the environment appear as though it was designed by professionals rather than amateur's.
I wasn't looking for exact science regarding the hyperloop. it is a video game and it's meant for fun as well as competitive play. as bullet holes riddle the hyperloop tube you could have the hyperloop pods act finicky but still going around the tubes until the track is broken. you could have the pod ride feel bumpy and slower than usual. how complicated it is to create this I'm not sure but it's still interesting and doesn't have to be exact or a hundred percent realistic.
right that's my overall point regarding map design. pretty much every object can impact the Gunplay / character movement and strategy of your over all movement plans. look at all of the angles 360° and see how one objective over another creates a vantage point or blocks of vantage point. the way I'm looking at a battlefield is that there's landscape and objects that you can push up to 4 cover and fall back to for cover. Taking advantage of movement and cover in a gun fight so that you're harder to hit and can stay alive. Open space and very little attention to detail doesn't consider this aspect of FPS gaming. Unless these open spaces are on purpose. the way the environment looks isn't just about looks. the way that the environment and the manner in which objects are placed and landscaping is shaped impacts the strategy of your gameplay movement and gun fighting. some of the objectives are in like these open barren spaces and it doesn't make any sense.
- 4 years ago
@xperimentaldecay in regards to the hyperloop, I know but I'm a stickler for these things hehe. If you want a realistic future-sounding train that is a proven tech in use that does all the things you want in game I'd suggest MAGLEV, or just a simple fast high speed rail. Both could have pretty spectacular derailments.
My point in regards to the buildings was more about how the developers should pay attention to detail in all areas, even in areas that don't necessarily effect gameplay - ie they should add some locked doors or coffee stall to mezzanine floor level that doesn't have anything on it in the Skyscrapers. Kind of like there shouldn't be a toilet in the middle of a living room. There are certain things that just don't make sense from a building design / use standpoint and the mezzanines in a lot of 2042 skyscrapers don't make sense.
But yes, whole heartedly agree about how the maps need more cover / detail and consideration of how the built environment / furniture can be used as cover.
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