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Welcome to Dev Brief #118!
This week we’re going to touch base on what we’re up to on the map making front. We’re also sharing the details on Utah Beach’s upcoming addition of Offensive Mode for both American and German forces in Update 9!
So, I’m going to hand straight over to Max now as he’s got all the juicy info, including plenty of pictures as we take you through what you’ll find when you land at Utah Beach in the near future…
Hi everyone,
We have a large number of maps cooking in the oven currently – from the SMDM rework, to several Eastern Front maps – to an unannounced Western Front map. As such, we’re taking this time to go back to our current map rotation and flesh out Offensive mode varieties alongside optimising and reworking trouble-spots on specific maps. Ultimately, we’ll introduce Offensive mode for every map in the game, and have standardised the practice of implementing Offensive mode alongside all new maps.
In addition, Update 9 will see some under-the-hood changes to the Offensive mode that we’re making in a move to make the gamemode equal in time length to Warfare, as we realise that the sheer time it takes to finish an Offensive battle can be off putting to many players and cause the game to drag on in an unintended way.
Ultimately, Offensive and Warfare modes will be determined by the selection made by teams during Campaign mode, so we’re keen to make sure that they’re equally succinct and as satisfying as we can possibly make them.
While many of you will have played Utah Beach many times before, we’re excited to add Offensive modes for both the US and German forces. Each brings its own weather and lighting to add to the totally new way you’ll experience this map. Like Omaha, the US will also land in Offensive mode via boat – providing an intense new beach landing experience.
You’ll also notice that we’ve worked on the hedgerow assets, as well as extended the cover range of grass as much as we can before negatively affecting the performance in the map.
Upgrading and improving the visuals and performance cost of each asset – especially foliage – will be a continuing process over the course of development.
We’re continuing our work in optimising the entire game, and Utah Beach has benefited from this, with increased FPS on all machines profiled.
Due to the way we’re reusing and batching assets, we’re confident in our ability to continually improve performance across the game, as we’re aware that this is one of the key technical barriers to people being able to enjoy the game.