Post news RSS Interstellar Marines: Deadlock Map: Operations - Iteration 1

Join us in the making of a multiplayer map for Deadlock; iteration after iteration and be with us all the way as we develop, play and test with you (our beloved community) all part of our Open Door Development.

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Deadlock Map: Operations - Iteration 1 image
Some of you might remember Operations from Running Man
(Last training day challenge) and we've selected this map for Deadlock because it has potential to house a lot of our very basic multiplayer game-modes and allow 'SARA' to lock/unlock parts of the map to balance the experience.

DevBlog: Deadlock Map: Operations - Iteration 2 available [here]

  • Warning:
  • Open Door Development is ALL about showing "Work in Progress" ... We hope you can take it! :)
  • Warning:
  • This Prototype is not optimized for optimal performance so if you're "playing" on a small notebook, please do not expect the best frame-rates in the world!
  • Warning:
  • Deferred lighting is calculated based on how many pixels light influence pr. frame, so be sure to set the resolution if your native default is too high!

Layout overview

This is how the layout looks so far .. four small combat areas connected with corner hallways and connection tunnels hopefully providing good alternate routes during combat training.
This is how the layout looks so far .. four small combat areas connected with corner hallways and connection tunnels hopefully providing good alternate routes during combat training.

Alternate routes for flanking and spawning

We're playing around with the concept that the training facility connection tunnels are configured for each scenario to provide different alternate routes and we will be testing (visualizing at the moment) that these tunnels is where you'll re-enter (spawn) during combat after being knocked out by adversary taser-rounds.
We're playing around with the concept that the training facility connection tunnels are configured for each scenario to provide different alternate routes and we will be testing (visualizing at the moment) that these tunnels is where you'll re-enter (spawn) during combat after being knocked out by adversary taser-rounds.

Combat arena

In this combat area (only area available in Iteration 1) I've tried to work with the space above and below a simple platform to allow room for the tension of not being able to see or hear everything from central positions.
In this combat area (only area available in Iteration 1) I've tried to work with the space above and below a simple platform to allow room for the tension of not being able to see or hear everything from central positions.

Playing around with lights

Although this first iteration of Operations is focused primarily on just getting the map into your hands .. there is still room for testing out our in-the-making light pipeline (e.g. hunting performance) as we're slowly providing 'SARA' with more and more options for controlling the training scenarios making sure that the experience is dynamic and fresh all the time.
Although this first iteration of Operations is focused primarily on just getting the map into your hands .. there is still room for testing out our in-the-making light pipeline (e.g. hunting performance) as we're slowly providing 'SARA' with more and more options for controlling the training scenarios making sure that the experience is dynamic and fresh all the time.

Anyways, please take the map for a spin and try to visualize running around fighting other Marines in tense close-quarter tactical combat and do not hesitate to give us ALL your feedback! - There is no stupid questions or bad ideas .. just hit us with everything you got in the comments below.

DevBlog: Deadlock Map: Operations - Iteration 2 available [here]

For the love of the game!
/ZPSHicks

Comments
Bolognius_Maximus
Bolognius_Maximus

Nice this looks pretty well thought out!

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SabreXT
SabreXT

Who plays a modern FPS on a notebook?

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