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We saw you discussing the capture zones on the forum and thought it was a good idea to review all the capture zones for the Keating build. You are now able to play the Town map with pretty much every capture zone revamped. In this post, I’ll tell you about the changes. Overall, they have become larger, and some areas have even gotten some new entry paths to allow for more interesting close combat gameplay.
As promised in the last post I will now go through the 5 attack lines on the map and try to illustrate some of the upcoming changes in more detail. Enjoy!
The area between A2 and A3 has gotten a hill sneaking across the road, while the road leading towards A3 is more sunken into the terrain, secluded with shrubbery and bushes.
After managing to sneak a lot of improvements into the town map, I managed to sneak up on Reto.Ratamahat and ask him to talk about the upcoming improvements and tweaks to the Town map. – Reto.Robotron3000
In the upcoming Keating build, we have given the Town map a graphical makeover and made some improvements to the level design. In this post I highlight some of the most important differences, and compare the old with the new. If you’ve been playing the map for a while, this might be a speedy way to find new hiding spots, and develop attack lines and defensive positions!
Continue reading to see what else has been polished and improved.
We are hard at work with new levels with shiny new tools! In today’s post I’ll tell you all about how we work, why it takes time to make a level and what we’ve been doing to remedy this.
You have to consider that for every new, unique environment we want to put in the game, there is a lot of man hours and coordination involved. The environments have been created first, that is, the textures and geological rules for how the terrain features should be generated. A new one of these is a big decision as it takes time to make and affects everything that will go in it. We stick with it for potentially many maps. Then level design and level building is done using one of the environments, and any special models can be planned alongside this. A new environment can also be planned and created alongside a level design. When planning new models, we aim for re-usability, not only to have the option to place it in other levels, but also in case anything should happen to that special level they were made for. If we decided to cut a hypothetical Paris-level, it would be a shame to have a beautiful hypothetical Eiffel-tower just sitting on our hard drives! These are just some of the considerations we need to take into account when we want new map content in the game.
First of all, what is your gamertag in Heroes & Generals, and what’s the story?
Reto.Ratamahat. As a teenager I was a big fan of Sepultura and especially the song Ratamahatta. At the time my IRC client wouldn’t allow nicks with more than 9 characters, so I shortened the inspirational name. I have no idea what ratamahatta actually means. It might be happen to be a swear word in some language (!). Or gibberish. I like gibberish.
What is your position at Reto-Moto?
I’m a level designer. I work with the action team, where I design and sketch levels, then build them using our tools.
For how long have you been working here?
I started in November 2012.
What games have you worked on?
Before I started at Reto-Moto, I worked on the game “FORCED”, which is being developed by BetaDwarf Entertainment.
Which tools do you use for making Heroes & Generals?
World Machine 2, XSI SoftImage, Gadwin PrintScreen, Google Drawing, pen and paper.
What are your hobbies?
Aside from gaming, in my spare time I play the guitar and dream about time travel.
What’s the best thing about Heroes & Generals?
I really like the whole idea that the game has a campaign that is persistent. It keeps on going even when you’re not there, and like a real war, it isn’t settled in just an evening’s rotation of rote death-matches. I also think players can grow tight bonds and respect for each other on the strategic map as well as in combat, and any game that promotes teamwork is a good game. The concept of sending reinforcements, potentially having a fight last for hours, is fun and also feels very real.
What’s the best thing about working at Reto-Moto?
Every day I learn something new and get to face and solve new challenges. Working with professionals who don’t seem to flinch when met with any task.
What are you working on right now?
I’m working on my first Skirmish map and a script for easier updating our roads in SoftImage when there has been made changes to them in World Machine.
What are your favorite games of all time?
Sharing the first prize, we have Zelda: A Link to the Past, Final Fantasy VII, and Metroid Prime. I also have fond (?) memories from Resident Evil and Silent Hill!
What is your favorite movies?
The Shawshank Redemption, Fargo, Hero, House of Flying Daggers, Twelve Monkeys, and Primer.