Posts by kalletheslayer

DATSHOTGUN579

On breakthrough, a possible way to get around that could be to extend the range on those specific cannons, and allow people to deploy on those cannons, and redeploy without counting as a death, just like the dreadnaught in BF1, but thats just food for thought I guess

Not a bad idea, but ultimately we didn’t want to introduce map/mode specific rules, which is why we built spaces for them in sector 1 and 2 :)

DATSHOTGUN579

Thanks! I was always interested in game development, especially map design, and it is awesome to be able to ask people about it who do it for a living, I really appreciate the response, and playing that for the first time in that playtest must have been an absolute rush. The suribachi sector is super fun and I remember when I first played on that part of the map, It was so chaotic and fun, with everyone pushing up the mountain inch by inch, and when we got to the top, everyone was dancing while the flag went up!

Also, are the cannons in the tunnel purely decorative or were they supposed to hit the beach?

A little bit of both, they can shoot towards the american boat HQ in conquest, and in breakthrough no, since its in a much later sector. One can shoot at the crashed plane though :D

DATSHOTGUN579

Would you mind sharing some of the thoughts that went into the map both design wise, and gameplay wise. Im genuinely curious how the maps are made for this game, and how the designers make the maps have a good game flow and be balanced for the two teams.

I absolutely love the conquest on this map, and breakthrough is second to none. It feels like a vicious battle to break through the beachhead, and to claw your way across the island until you reach the mountain, which is a very intense fight up the mountain, but the feeling when you finally reach the top and hoist the flag is the best feeling in the game.

Thank you so much!

Sure thing :)

When we knew we were making the pacific, we started to come up with ideas to pitch to the leadership. It was actually the two level artists in the pod who came up with the initial idea to do Iwo Jima, and I was very intrigued by their idea of making it closer in scale to the real thing. Together with a 3D artist we started on the pitch where I then tried to make sense of how we would build the map in that scale and still be fun. Key things I focused on trying to figure out was the beachlanding and the tunnels (+ summit).

I always saw the beachlanding sector and the summit sector almost as intro and outro sectors. The beachlanding is a strong fantasy, perfect way to set the mood for both attackers and defenders. The reason we made it very attacker favored was because I thought it would be very frustrating after a couple of deaths, where as defenders retreating to stronger positions felt better. Also since there are 6 sectors we kinda had to try and...

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Sectorsour

If you were the designer of Iwo Jima I just wanna say that breakthrough on that map is the kind of legendary battlefield experience that I'll clearly remember a decade from now.

This map feels like a true journey. The unique sectors from the beach landing to the caves and up the mountain create a strong narrative element to the battle that is missing from most maps. Personally I think it might be the best bf map since Bad Company 2.

Absolutely amazing, inspired level design work. Please make lots of maps for the next game :)

I was! Thank you so much, this means the world to me. It was definitely the main goal, to create a sense of journey from the beaches to the summit, so i'm super happy you feel we hit the mark :D

Wow, this is so cool!

Amazing! Also, as designed ;-)

SkySweeper656

u/kalletheslayer could you maybe take a look at this, or maybe give some insight? (I hope this is the right person, I think this was the username of the level designer whos on here frequently)

You are correct :D Though I was the designer on Iwo Jima, but I know that the designer on Pacific Storm is looking at this. We hope to get a fix in asap, keep an eye out for the future patch notes!

Hahaha YES!! That's some true spec ops move :D

It's all good, we take it to heart when you appreciate the content we make :D

As designed ( ͡° ͜ʖ ͡°)

Good find, and totally my bad. I'll fix it and make sure it get's in a future patch!

nordentipwel

Thanks for the kind words. All credit goes to u/kalletheslayer for Iwo Jima!

I personally had nothing to do with this awesomeness.

<3 <3 <3

A_Fhaol_Bhig

How close do you moniter win rates? Because in 15 games I have never lost the first set of objectives.

Everyone talks about how cool defending the mountain is but I havent had a single chance as we completely stonewall and destroy the attackers every single time.

I am so amazed by everything in this update that it leaves me kinda sad that the part i wanted to experience the most hasnt even happened once =(

After a couple of days when we have enough data and people have learned the map we should be able to see if there are any problematic areas. Hopefully you will experience the whole map soon though!

Wow, that is no small praise. Thank you so much, i'm so happy you enjoy it <3

I noticed the parent to a comment I answered got deleted so some information got lost, so I figured I would post this as a standalone comment too :)

The playable area is bigger than Hamada, for comparison. It looks small because of the scale, since we wanted to reimagine Iwo Jima with suribachi being as big and epic as possible with you feeling like a small part of a big assault around the whole island. In the old Iwo Jima map where the whole island was playable, suribachi was more like a hill. Here we wanted to have the feeling of pushing towards an actual mountain. We made the scale of the island about 70% of the real Iwo Jima (and keep in mind that Iwo Jima is about 8 km long, 4 km wide and suribachi almost 170 meter high). So what looks like a small area is actually pretty large when you play, with lots of opportunities for both vehicles and infantry.

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SkySweeper656

Thanks for your input slayer. So are you saying that around the playable area we will see combat happening, like pther landing boats and such, to give the sense of a larger battle taking place? Im just concerned that theres not going to be much use for tanks if half the map is in mountainous tunnels...

Only the A and B flags are in the tunnels. The rest are more favorable for tanks, especially D, E and F :)

Rqiden

When you say the playable Part is bigger than Hamada do you mean only the Landmass or also the Ocean Part? Because the Ocean Part is very Big and that would mean that the Infantry and Vehicle Part is maybe 60% of that. I’m sorry to questioning the Size if the Map but the last couple of Maps were all Infantry Focused and pretty small. I just want that Battlefield Feeling again

Without the ocean part! I can measure a more exact comparison tomorrow, but it is not a small map by any means :D. But I totally get what you mean and we are trying to invoke that feeling again with the pacific

KolbyOnline1

Thank you for clarifying! I guess this image is what’s throwing everyone off. Can’t wait to play Thursday

Yeah I totally get it, they are totally valid concerns which is why I wanted to clarify :D Can't wait to hear what you think on Thursday!

Rqiden

They made it 70% of the actual Size from what I’ve read and Iwo Jima is a really small Island. And the playable Part is not really Big here. We have to wait how it plays out but it seems that it’s just medium sized

Luckily I can provide some information! The playable area is bigger than Hamada. It looks small because of scale, because we wanted to reimagine Iwo Jima with suribachi being as big and epic as possible with you feeling like a small part of a big assault around the whole island. In the old Iwo Jima map where the whole island was playable, suribachi was more like a hill. Here we wanted to have an actual mountain that you push towards. You are correct about making the Island about 70% of the real size, but keep in mind that Iwo Jima is about 8 km long and 4 km wide and suribachi almost 170 meter high.

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American planes spawn on carriers and Japanese planes on runways =D