PUBG map gamerlay small information
we wanted to give players a whole new experience.
Before, it could have been like a marathon, but I think, for that, just because the map is so small; instead of a marathon, it's like a 100-meter dash.
What is the non-stop action map identification? What kind of great notes is this map? How do we set up a small map with 2 other maps, Miramar and Orange having similar complexity?
My job is to come up with some kind of entertainment venues that I think the players will come and enjoy and then really work with all these talented people away. We wanted to create a more intense combat royalty and create an
other unique experiences. In the beginning, we knew we wanted a little map. We wanted it to play fast and I seriously believe, as long as it's fun, it can happen anywhere.
So we had some different ideas. We talked about the Pacific Ocean. We talked about Southeast Asia. We talked about Australian output.
And then we jumped into a room with TS and other stakeholders and talked about what it would be like to leave Miramar. Whenever we try new maps we want to give our players a new experience.
And we've already done Europe and we've done South America. So my guess is that the natural process had to continue and we had to choose a place that we hadn't left before,
which was Southeast Asia. So you go to these lush forest landscapes from these hot sands of Mexico. We wanted to put the map on the real world. So we didn't want to start withdrawing, we wanted to visit the real environment to take photos for research.
So we thought that building a map based on practical elements would help create a real world. We decided to do more research. For Sanhok, we took a different approach to production, where we tried to implement a process called photographic metrics. We get something, we get a color card reference and then we start taking photos.
There is usually a good range of 50 to 100 photos. Then we open these images in reality capture, this is the program that converts all the images. It stitches them all together and actually forms the point cloud that becomes the model. From there, we still have to touch it because it's not perfect and we still have to improve it. When that happens,
we get the 3D asset and put it into play. We had these places when we were compiling this map, and we talked like spot bowling and 'resorts'. So we found reference shots of abandoned resorts in Southeast Asia.
So we thought, God, let's go there and shoot. We're going to Southeast Asia, we're jumping on the plane and we're getting some great stuff. And our team went to Seoul and Madison to make this trip. We wanted to find a place that had a good cross-section of everything we needed. We found a nice coastal location with mountains.
The main idea of this trip was to get some personal references that we weren't really getting just from the internet. It really paid off. We weren't really worried about having perfect footage when we were done. Or even things we can use in sports.
We managed to get both. We strongly believe that art should pursue entertainment. So the first thing we talk about is how to play this thing. Away from batting, we wanted something easy, fast. We used to focus on really simple architecture, really easy to navigate, and from there we look like cities scattered around and really what we were looking for before we even pursued this art fun Have fun?
It starts with a concept. We knew we wanted something that would play fast, be accessible to new users, and feel like a breath of fresh air after a fight. So with these goals in mind, we've come up with some decisions to limit most gameplay to first- and second-floor buildings, so it's easy. Not too crazy.
From there, designers and artists in our region create really rough versions of the map. Players have told us that when it comes to gameplay, burying the map makes a big difference. Playtime is fast and there's a lot more action.
There is a lot of looting so you can focus more on the fight. And if you die, you can quickly hop into a new session. We wanted it to be fast, we wanted it to be accessible. That means getting into fast-paced entertainment, right? I want a rifle, I want to kick ass quickly. do you know?
I would like a hot drop. So really, for PUBG, the purpose was to try to make its first charming cut, for our audience. What sets Sinhauk apart from other maps from the outset is the more detailed ability for boot gameplay that we may not have for other maps.
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