Darn I was just thinking about to post this! Btw I love it! I find all the maps gorgeous.
I'm most excited about the star-fort I think, it makes me even more curious about the other environments they haven't showed yet.
I have to say that sadly, i feel the opposite. Very generic / uninteresting designs, apart from highlights like the Eldar statues and Orkified bits. But the rockset / space station set look like generic modular rock / industrial / space tilesets you could find anywhere. Floating bits leave me the most unimpressed. The only thing that allows me to identify the W40k background are the imperial symbols that are added on top.
Now before you say that DoW1 had very generic base environment sets, too - yes, its true. Jungle, Urban, Chaotic Corruption, later Snow... But even some of the original DoW1 maps managed to connect you with the world more than i can imagine from the stuff shown in the video here.
Does not have to mean anything, afterall why spoil everything about the maps if you just want to show the environment sets. And the final level design is all about using the sets to tell the player that this really is a city where people lived, or a battleground at important crossroads, and so on. In former games, Relic was really really good at creating maps that felt like they belonged to the planet / location and were not just a glorified skirmish arena. So i trust that they can do it again if they want to.
What worries me is that it fits with the entire design philosophy of how everything is treated, from VFX to Animations to Environment Tilesets: "Yea it is that way to support gameplay." Fine. But thats not all there is - you need to support the feel and soul of W40k too. And once again, i dont feel it.
If you are bored, take some screenshots, photoshop the units and imperial symbols out and ask people from what game or universe the pictures are. If they largely answer DoW / W40k, i am obviously at fault here for not seeing / feeling it. But my current theory is that there is not enough identification potential in this right now, as presented.
Over all the more liberal color/animation style is a huge improvement over Dow1/2. Ork buildings are incredibly amusing, animations in general are very expressive and the color is grim and beautiful.
I like what I see and hear quite a lot actually, but I'm not too difficult to please concerning environments.
I thought the Basilisks and the maccro-cannons, were a nice touch for instance.
"Cage world": does that mean this is a kind of jail-world? What's in the cage?
Also, is this the Spear of Khaine on Acheron's "temple" at the very end?
@Silk said:
Also, is this the Spear of Khaine on Acheron's "temple" at the very end?
I was wondering about that as well, but after paying a little more attention it looks like a Librarian's staff to me. The head looks like the horned skull of the Librarius.
@mauritos said:
hmhm,i would like to see more open maps like dow 1 without holes in mapes,unpasable terain is useless space,are objects and terain destructable??
dow 1 maps had tons of useless space. at least with this game skimmers can glide over the lakes and such
@Wargrim said:
If you are bored, take some screenshots, photoshop the units and imperial symbols out and ask people from what game or universe the pictures are. If they largely answer DoW / W40k, i am obviously at fault here for not seeing / feeling it. But my current theory is that there is not enough identification potential in this right now, as presented.
How can you understand by the snow and lava that it's WH40K? How can you understand by the look of some hostile jungles that it's WH40K? And yet Eldar fighting Blood Ravens on a snow planet and Catachan Devils hunting down orks in jungle is heck of a good show and you can't put it aside because it's landscape is not super 40k.
@Wargrim said:
If you are bored, take some screenshots, photoshop the units and imperial symbols out and ask people from what game or universe the pictures are. If they largely answer DoW / W40k, i am obviously at fault here for not seeing / feeling it. But my current theory is that there is not enough identification potential in this right now, as presented.
you could say that about any game in general, if you take out all the defining features, of course it's gonna look generic and plain. You could do the exact same with dow 1 and dow 2.
Terrain is looking awesome. I especially liked the Starfort and Cage World tilesets. Hopefully we will see new and old maps cycling in and out of the multiplayer map pool.
T-1000 confirmed. And they throw him into that lava to kill him for good, while dying he transforms into all the characters he played across the whole DoW series, making a great twist at the end. Now everything makes sense.
I'm really feeling like these are feudal guardsmen. Bayonets, some sort of armor, differing from the white armored guardsmen we saw, but using the same lasguns.
@Ellie said:
I'm really feeling like these are feudal guardsmen. Bayonets, some sort of armor, differing from the white armored guardsmen we saw, but using the same lasguns.
Seeing all the possible doodads in the video and walls/elevation assets makes me really sad that there isn't a decent cover system in the game. Such a massive waste in creating gameplay opportunities from Terrain features....
Look's well. Graphics are clear and cool for a RTS. Different from DoW2, but finally not less beautifull.
But what interests me is the map control on Cage World : seems to have the bridge you can activate or not.
If yes, it could be a real good things. Imagine on ice map, the opposite : you have bridge of ice, that you can destroy to stop the access. But after some times it refreezes and so rebuild by it self. So if you dont look carefully, the access to this point is easy again.
I do prefer the looks of the environment in DoW 2, but i really like what they have shown of the environment in DoW 3 too. It looks like a lot of work went into it and the maps seem pretty interessting so far.
@Lakaoum said:
But what interests me is the map control on Cage World : seems to have the bridge you can activate or not.
That could be interessting, but i believe what we have seen is part of a campaign mission. It remains to be seen if mechanisms like that are used in MP/Skirmish maps.
What i really loved about the DoW 2 Maps was that a lot of things could be destroyed. It felt incredible when your bigger units smashed through pillars and entire archways came crashing down with it. I know a lot of it was connected to the cover system, nonetheless i would like to see a return of it, even without the cover. It does a lot for immersion and atmosphere + it's really nice to see the map beeing somewhat reshaped by your battles over the course of the match.
This last video has me sold on the terrain detail. They've managed to keep things clean but there's still a lot of detail on the texturing for the flatter levels.
Comments
WarbossGogangash
Darn I was just thinking about to post this! Btw I love it! I find all the maps gorgeous.
I'm most excited about the star-fort I think, it makes me even more curious about the other environments they haven't showed yet.
Delara
1:48 "Almost living metal" while showing a device with necron glyphs on it. Necrons confirmed pretty much?
Also, 4:29 Wraithknight melee variant.
Orblivion
I think one of the things that really makes the art pop as a representation of the tabletop to me is the edge highlighting. I like it a lot.
Wargrim
I have to say that sadly, i feel the opposite. Very generic / uninteresting designs, apart from highlights like the Eldar statues and Orkified bits. But the rockset / space station set look like generic modular rock / industrial / space tilesets you could find anywhere. Floating bits leave me the most unimpressed. The only thing that allows me to identify the W40k background are the imperial symbols that are added on top.
Now before you say that DoW1 had very generic base environment sets, too - yes, its true. Jungle, Urban, Chaotic Corruption, later Snow... But even some of the original DoW1 maps managed to connect you with the world more than i can imagine from the stuff shown in the video here.
Does not have to mean anything, afterall why spoil everything about the maps if you just want to show the environment sets. And the final level design is all about using the sets to tell the player that this really is a city where people lived, or a battleground at important crossroads, and so on. In former games, Relic was really really good at creating maps that felt like they belonged to the planet / location and were not just a glorified skirmish arena. So i trust that they can do it again if they want to.
What worries me is that it fits with the entire design philosophy of how everything is treated, from VFX to Animations to Environment Tilesets: "Yea it is that way to support gameplay." Fine. But thats not all there is - you need to support the feel and soul of W40k too. And once again, i dont feel it.
If you are bored, take some screenshots, photoshop the units and imperial symbols out and ask people from what game or universe the pictures are. If they largely answer DoW / W40k, i am obviously at fault here for not seeing / feeling it. But my current theory is that there is not enough identification potential in this right now, as presented.
karocann
Looks gorgeous. I love the painterly aesthetic.
Over all the more liberal color/animation style is a huge improvement over Dow1/2. Ork buildings are incredibly amusing, animations in general are very expressive and the color is grim and beautiful.
Silk
I like what I see and hear quite a lot actually, but I'm not too difficult to please concerning environments.
I thought the Basilisks and the maccro-cannons, were a nice touch for instance.
"Cage world": does that mean this is a kind of jail-world? What's in the cage?
Also, is this the Spear of Khaine on Acheron's "temple" at the very end?
Ellie
looks amazing, loving the melee wraithknight that doesn't have the flames on its back like the taldeer one, shows we can get a more generic look.
Orblivion
I was wondering about that as well, but after paying a little more attention it looks like a Librarian's staff to me. The head looks like the horned skull of the Librarius.
Renner
Call me crazy, but that looked like a staff, with that skull at the top with horns. Seems Chaotic... Who else could use a thing like that?
Edit: Right, the guy above answered, I forgot its a Librarian Staff. I almost thought a Sorcerer one. Strange thing.
mauritos
hmhm,i would like to see more open maps like dow 1 without holes in mapes,unpasable terain is useless space,are objects and terain destructable??
Ellie
dow 1 maps had tons of useless space. at least with this game skimmers can glide over the lakes and such
Delara
I gotta say this: I loved the eldar mini terrain at 1:26. Super cool!
Prince_Hatta_First
How can you understand by the snow and lava that it's WH40K? How can you understand by the look of some hostile jungles that it's WH40K? And yet Eldar fighting Blood Ravens on a snow planet and Catachan Devils hunting down orks in jungle is heck of a good show and you can't put it aside because it's landscape is not super 40k.
Ellie
you could say that about any game in general, if you take out all the defining features, of course it's gonna look generic and plain. You could do the exact same with dow 1 and dow 2.
Ventulus
Terrain is looking awesome. I especially liked the Starfort and Cage World tilesets. Hopefully we will see new and old maps cycling in and out of the multiplayer map pool.
Cankat
The environments look very impressing. I loved how the maps feel alive with all the details. Thanks to the art and environment teams for their work!
Xileh
Did he just say 'LIVING METAL'?! Is that a Necron Teaser? (Minute 1:48)
Renner
T-1000 confirmed. And they throw him into that lava to kill him for good, while dying he transforms into all the characters he played across the whole DoW series, making a great twist at the end. Now everything makes sense.
FJGC
EVERYTHING LOOKS GREAT!!! I cannot be more pleased with what Relic has done to be honest.
Ellie
I'm really feeling like these are feudal guardsmen. Bayonets, some sort of armor, differing from the white armored guardsmen we saw, but using the same lasguns.
Orblivion
They belong to House Varlock, under Lady Solaria.
AlternativeIV
Seeing all the possible doodads in the video and walls/elevation assets makes me really sad that there isn't a decent cover system in the game. Such a massive waste in creating gameplay opportunities from Terrain features....
Lakaoum
Look's well. Graphics are clear and cool for a RTS. Different from DoW2, but finally not less beautifull.
But what interests me is the map control on Cage World : seems to have the bridge you can activate or not.
If yes, it could be a real good things. Imagine on ice map, the opposite : you have bridge of ice, that you can destroy to stop the access. But after some times it refreezes and so rebuild by it self. So if you dont look carefully, the access to this point is easy again.
Hyrican
I do prefer the looks of the environment in DoW 2, but i really like what they have shown of the environment in DoW 3 too. It looks like a lot of work went into it and the maps seem pretty interessting so far.
That could be interessting, but i believe what we have seen is part of a campaign mission. It remains to be seen if mechanisms like that are used in MP/Skirmish maps.
What i really loved about the DoW 2 Maps was that a lot of things could be destroyed. It felt incredible when your bigger units smashed through pillars and entire archways came crashing down with it. I know a lot of it was connected to the cover system, nonetheless i would like to see a return of it, even without the cover. It does a lot for immersion and atmosphere + it's really nice to see the map beeing somewhat reshaped by your battles over the course of the match.
Gorb
This last video has me sold on the terrain detail. They've managed to keep things clean but there's still a lot of detail on the texturing for the flatter levels.
juxstapo