It is plain, but aren't most UT maps? I hope they keep it pretty open, like the older maps, instead of cluttering up the space with objects with broken collision just because we have the hardware.
Edit: Looks damn good though. I'd pay again if this was included with an update.
I don't like it because it isn't functional; the room's shape and depth is not easily read from a quick glance, so I can't judge distances and doorways. These things are absolutely critical in an arena shooter like UT. The duochromatic colour scheme makes navigation difficult also, since there are no landmarks (but this is easier to fix).
Also, random pipes going everywhere but also nowhere (pop out of a wall and into the wall again, what?) is just bad design voodoo - they make no sense at all.
For characters, I would love to see a return to some of the character design motifs from UT2004, I think they'd fit in pretty well for this sort of environment; they had reasonable proportions and somewhat functional gear that read really well, UT3 kind of wrecked that with the giant boots and legs thicker than your torso and busy details.
I like it. I certainly would have preferred it if it looked even plainer, but I think it's a step in the right direction. I'm actually really happy to see more devs realize that adding unnecessary details for the sake of making sexy stills can actually harm the gameplay. I'm looking at you Battlefield :poly124:
Clean hallways and details around the walls/corners are a good approach, it fits the main rule of giving the eye rest places. I am also for more than two-tone color scheme and actually designed maps instead of ultra kitbashed style but I think they're on it, that example is about visual clarity, I really like the lighting ue4 is very capable. But color scheme blends everything in though, even routes and layouts.
I don't like it because it isn't functional; the room's shape and depth is not easily read from a quick glance, so I can't judge distances and doorways. These things are absolutely critical in an arena shooter like UT. The duochromatic colour scheme makes navigation difficult also, since there are no landmarks (but this is easier to fix).
Also, random pipes going everywhere but also nowhere (pop out of a wall and into the wall again, what?) is just bad design voodoo - they make no sense at all.
It's mostly just placeholder stuff. But pipes like that could very well exist in mining/refining facilities and paper mills
We've definitely deviated from the industry norm of establishing pipe and wiring blueprints for levels before beginning construction, but we're enjoying the artistic freedom that it's allowing us.
On a more serious note, if you watch the stream, this is a first pass visual look that Chris was going for. He specifically talks about moving forward generating purpose built meshes for doorways and columns and things like that.
I loved the comparison of Tim Burton's Batman VS Christopher Nolan's Batman in terms of what they want to accomplish with their shapes and visual style this round in the franchise. It's actually a huge relief that they aren't so interested in doing the chunky mega-grunge like Gears and UT3.
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It is plain, but aren't most UT maps? I hope they keep it pretty open, like the older maps, instead of cluttering up the space with objects with broken collision just because we have the hardware.
Edit: Looks damn good though. I'd pay again if this was included with an update.
ut2014 was baller! - that was also the last good unreal game :P
Also, random pipes going everywhere but also nowhere (pop out of a wall and into the wall again, what?) is just bad design voodoo - they make no sense at all.
For characters, I would love to see a return to some of the character design motifs from UT2004, I think they'd fit in pretty well for this sort of environment; they had reasonable proportions and somewhat functional gear that read really well, UT3 kind of wrecked that with the giant boots and legs thicker than your torso and busy details.
lol
yes, 2k4, sorry if I offended anybody
no i was just worried that i'd missed a game lol.
It's mostly just placeholder stuff. But pipes like that could very well exist in mining/refining facilities and paper mills
https://www.youtube.com/watch?v=zd2gVHzNHYA
On a more serious note, if you watch the stream, this is a first pass visual look that Chris was going for. He specifically talks about moving forward generating purpose built meshes for doorways and columns and things like that.