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Un video sulla creazione delle mappe per Tom Clancy’s Rainbow Six Siege.
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00:00PEGI 18
00:43All right, well hi Gab, so we're going to be discussing first of all, what's the process of making a
00:50map? So how do we get started?
00:52I think the most important thing to do in Rainbow Six when you're building a map is grab a fantasy
00:56that really sparks you.
00:57The plane was definitely inspired by a map, but it was a lot of fun.
01:01So I think that's really something we need to nail from the beginning.
01:06Once we have the fantasy, what's next?
01:08Gray block. So we go through that phase where we're just building off this shell and rooms inside and the
01:14corridors.
01:14So we try to really nail navigation at first through that gray block phase.
01:18Then we need to think about what the gameplay is going to be, where the choke points are going to
01:22be, where the objectives are going to be.
01:24And then we start playing also with the destruction, but very lightly I would say.
01:28So what's the most challenging part of creating maps for Rainbow Six Siege?
01:33I think that's something that comes to mind right away is destruction, because we don't have much to compare with.
01:41And this brings me to the second point where like, as designer I can go so far in my map,
01:46but then I need to let the player play my map.
01:48And they have total agency within the map and the way they're using it and the way they're playing with
01:54it,
01:54using destruction, repel and all that, they can really do everything they want within that level.
02:00And I need to take that into account when I'm building my levels.
02:03So playing around with destruction, we basically start establishing kind of guidelines for ourselves, right?
02:09We come up with stuff we need to follow in terms of rules, but then we like to break them
02:13and like create interesting twists around them.
02:16We never touched the outside shell of a map for destruction, that was one of the guidelines.
02:20But then we have two maps like Hereford and Clubhouse, which completely break this set of rules, you know?
02:28Charge going live.
02:35That's really interesting because we're challenging our ideas to try to push some maps to be different and bring something
02:40new to the table at the same time.
02:41And I remember you telling me also about how sometimes you would put no destruction in a map, even though
02:47we have that technology,
02:48you would think we'd want to put it in, but sometimes maybe it's fun not to.
02:52Yeah, and Bank, the interesting part with Bank was that there's an objective where you have absolutely no destruction within
02:59this room,
03:00but destruction happens all around it.
03:03And so Defender can either like turtle this room very strongly with five players inside,
03:09but then you're vulnerable to like grenades attack and stuff like that.
03:12So I think that breaking these rules sometimes brings something very interesting to the table.
03:16And sometimes we try to push the boundaries and you tell me sometimes it just doesn't work out.
03:20Like you tried to rappel all the way through a building?
03:24Yeah, we toyed around with the idea of a skyscraper, which is a very interesting idea.
03:30And a lot of designers really tried to think this is true.
03:34But the problem we had with this was that the rappel part, which was really intense, was only at the
03:38beginning,
03:39where like attackers would rappel down for like 15 seconds.
03:42But then it was kind of hard to balance what the Defenders are doing at this point and like how
03:47can we really use verticality as a gameplay element,
03:51not just as an approach element.
03:53So this is definitely something we should put more time into and try to think about it because it can
03:59definitely work out.
04:00And are there any rules that you think we could break in the future, let's say in the post-launch
04:05maps?
04:06One thing that we didn't try that much but could be interesting is having somewhat of no exterior.
04:13Because every map we have right now, we're spawning outside and approaching the building.
04:17But like what if you're spawning on the building itself or within the building itself and there's not much exterior
04:24going on?
04:25I think that could be something interesting.
04:27And then we could take the ideas from concerts, for instance, and add rappel from within the building.
04:32So that could be something interesting.
04:34All right. Well, we'll see what comes next.
04:36Thank you so much, Gab.
04:37Thank you for having me.
04:38And thank you for joining us.
04:40We hope you enjoyed this conversation.
04:43If you want to join the discussion or ask a question, head over to our forums or to our subreddit.
04:49See you next time on Community Corner.

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