Reto.Desji

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About Reto.Desji

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    Level Designer

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  1. Reto.Desji

    Königsberg fortresses

    It's too early, we haven't even had a proper design meeting yet.
  2. Reto.Desji

    Königsberg fortresses

    The Soviet assault map is supposed to combine the Encounter fortress (Krepost) with Star fortress rampart catacombs and the village assets from the Soviet Skirmish (Khutor) map to create a complete assault map.
  3. Reto.Desji

    Königsberg fortresses

    Looks almost identical to what is planned for the Soviet Assault map based on Brest Fortress. Red brick and concrete catacombs under grass ramparts.
  4. Reto.Desji

    a few maps i made once upon a time

    Copy pasta from the last time I answered that question: Currently our level design tools are a collection of custom written scripts for SoftImage XSI and WorldMachine which are both pay to use licensed products by other companies. Aside from this the tools are completely written to work with our internal version control which is accessed through another licensed product Perforce. So unless someone owns professional licenses for XSI, Worldmachine and Perforce - the current tools are not functional. The reason we have made our tools this way is because each of these third party programs have alot of functionality which would take ages an tremendous manpower to write yourself, being a small company this is not something we have the resources to do. Most game productions who maintain an independent level editor has an entire team of guys - the size of Retos entire development team building and maintaining that editor alone. That is a luxury reserved for companies who make more money than us ;-). Other business models include working with a public engine and toolset like Unreal or Unity or working under a large publisher which can share tools between developers. None of these are really realistic for Reto-moto and HnG. That being said there are efforts currently underway to detach our tools from XSI so maybe the future will look different but it's not a priority right now.
  5. Reto.Desji

    a few maps i made once upon a time

    Well I don't know if you fit the criteria or if you even want to do LD for a job, but the only way to really get access to our tools is to work in the office in Copenhagen. Luckily we are currently looking for Level Design applications: https://www.reto.dk/careers/senior-level-designer/
  6. Reto.Desji

    Test Factory Map Update On Prototype

    Well surely it will be either or? ;-) From a metrics standpoint there is no real difference between current 2-line factory win ratios compared to the other maps which have 4 or 5 lines. However adding lines does add some more complex strategies for both attackers and defenders, for attackers they can shift players onto a single line and punch through the defense with superior numbers before the defenders can adjust their positions. For defenders they can push to close a line which will cost the attackers some of their resources. I have however tried to adjust the balance so that the line will mostly favor the attackers in the beginning of the line and then favor the defenders near the objectives, with the breaking point being the perimeter wall (Point 3 on all lines). In my opinion that is the best way to balance the assault gamemode.
  7. Reto.Desji

    Factory Map Revision (Adding 2 new attacklines)

    The updated factory map is on prototype now. You can check it out there. Hopefully we can get enough people for a some proper matches...
  8. Reto.Desji

    Factory Map Revision (Adding 2 new attacklines)

    No I don't think it would be very cool. We already have a game in which the level design is extremely open compared to other multiplayer games. If the players can destroy any sort of defined barrier in the game they will turn the map even more into one big samey open area. I think the idea that the primary goal of level design is to remove frustration for the player is complete garbage that has basically ruined shooter genre by turning every game into bland appeasing fast-food. A chokepoint is a challenge, challenges can be frustrating but games NEED challenge. The important thing is to provide alternative strategies that can be used to overcome a challenge. In this case I have made sure that every chokepoint has at least two flanking routes that can be used to break through. In other places the walls are solid to avoid players pathing through enemy deployzones. The gate is really a prime example. A gate has no meaning without a perimeter wall. There was no sense of importance or drama to attacking or defending factory gate because people could just circumvent it if they wanted. No challenge = no sense of accomplishment.
  9. Reto.Desji

    Factory Map Revision (Adding 2 new attacklines)

    It's impossible with the current terrain system sadly due to tesselation for performance. We don't currently have tech to hold higher tesselation on specified areas so basically the terrain would just wash it out. The only reason the current trenches work is because they have custom geometry which is less than ideal when trying to render something which really IS part of the terrain. If at some point we update our terrain shader to include texture heightmap displacement it will be more acceptable to just stick things into it but right now it's not pretty.
  10. Reto.Desji

    Factory Map Revision (Adding 2 new attacklines)

    Thanks, though for this iteration I don't have any budget for new environment art. All environment art resources are dedicated to Soviet maps. But sometime in the future this might be useful...
  11. Redbjarne probably has alot on his mind being one of the hardest working guys I know. He has to deal with every aspect of the games from negotiating with investors, being in design meetings about every little thing that is done to RTS, Vehicles, Weapons, Level Design, Monetization, Marketing, Tech and Tools, UI design etc. and is STILL doing actual production of Terrain assets, so I think he just misread context of the question a bit because his mind was elsewhere. The dragon teeth asset was removed because it was deemed unacceptable from an art quality standpoint. About wrecks it's something we want to do, but it would require our vehicle department to have their resources focused on it. Right now their focus is on updating the armor model so we can have much deeper tank gameplay and also add Tank Encounter maps.
  12. Oh wow, this is definitively a case of people talking past each other. Redbjarne is not talking about adding more foliage overall, rather he is talking from the perspective of currently working on the Soviet terrain where I have specifically asked for more different types of vegetation and the ability to control their placement. On T01 (French) and T02 (Mountain) terrain presets I don't have many tools to control density or type of vegetation which means it's either full Vietnam or no cover at all. I think this is what the community is reacting to when they talk about "Vietnam". What we are working on is to add more types so that for example I can add "Thick forest", "Thin forest", "Knee high shrubbery" etc. to create more nuanced level designs and more believable natural environments. Right now the problem is that in many places the vegetation is too dense and in others it's too thin. What we need to do is to break it down so that there can be the appropriate amount of foliage for each level design situation. This will create better gameplay and also improve performance since we would actually be able to thin out background foliage substantially. Honestly this discourse about foliage has become extremely hyperbolic. Foliage is not a binary good or evil guys :-).
  13. Reto.Desji

    Curated community maps?

    Well aside from raw mesh and UVs which can basically be done in any 3d application there is quite a bit of setup which is done via custom plugins in XSI similarly to the level design (in fact it uses many of the same systems). These are property sets which pertain to our LOD system which merges modular elements together in different combinations to generate multiple LOD steps. On top of that from that our shaders are set up in softimages node based shader editor where we also have some plugins which converts them for use in the engine. These shaders are put into library files which are managed by Perforce same as every other part of the game. Basically even with a perfect community built 3d model and UVs we would still have to do all of that setup ourselves which is basically how we deal with art oursourcing partners anyway. Obviously there are also the legal concerns about users submitting stuff which they didn't make themselves and starting up a whole copyright issue. Furthermore the modular nature of our environment art has VERY strict technical specifications that need to be met in order for the asset to work. Finding an outsourcing partner which can deliver environment art that follows these technical specifications while also maintaining a level of quality is satisfactory has been a huge problem for us EVEN with professional artists who are in constant communication with us. I don't know that the community could reliably help with that stuff without an even bigger headache. Perhaps it would be possible to put out a competition in the community to build or improve a SPECIFIC piece of environment art and then integrate the winners asset in the game. I don't know if there are any legal issues there but personally I think it would be a fun thing to do, and a nice reward for the winner to see his asset in the game :-)
  14. Reto.Desji

    Curated community maps?

    Currently our level design tools are a collection of custom written scripts for SoftImage XSI and WorldMachine which are both pay to use licensed products by other companies. Aside from this the tools are completely written to work with our internal version control which is accessed through another licensed product Perforce. So unless someone owns professional licenses for XSI, Worldmachine and Perforce the current tools are not functional. The reason we have made our tools this way is because each of these third party programs have alot of functionality which would take ages an tremendous manpower to write yourself, being a small company this is not something we have the resources to do. Most game productions who maintain an independent level editor has an entire team of guys - the size of Retos entire development team building and maintaining that editor alone. That is a luxury reserved for companies who make more money than us ;-). Other models include working with a public engine and toolset like Unreal or Unity or working under a large publisher which can share tools between developers. None of these are really realistic for Reto-moto and HnG. That being said there are efforts currently underway to detach our tools from XSI so maybe the future will look different but it's not a priority right now.
  15. Reto.Desji

    Factory Map Revision (Adding 2 new attacklines)

    That's exactly what we are doing on the north side though. I don't want to replicate the exact same idea twice on the same map ;-)