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Battlefield 3 Clubhouse

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Five Minutes of Battlefield 3 Armored Kill Gameplay
 
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Five Minutes of Battlefield 3 Armored Kill Gameplay

:respect:

Armored Kill looks like true battlefield goodness, not this CQC non-sense we got last time. :laugh:
 
how about they de-nerf some weapons like the dao12 and the 870 as well as the usas and other shotties. Also, for the LMGs most of them seem really weak and useless now. it seems that the pkp and m60 lose against the shotty when firing from everything but the floor.
 
Yeah it does, all the new maps look amazing. Only part that has me weary is that the snow map seems to have a lot of roads in trenches of sorts. So it might be a death trap driving. But can't really say till playing it, still looked awesome. I can't wait, will be done playing TDM finally (been a bit bored of Conquet lately).

So your afraid of the Rock Humpers orgy in a ditch on the new map?Me too they have a new snow suit too.So they all blend in.I`m just buying the add on not Premium to cheap and broke for that other $51 if I buy it now,It is $69.99 now for retail.
 
how about they de-nerf some weapons like the dao12 and the 870 as well as the usas and other shotties. Also, for the LMGs most of them seem really weak and useless now. it seems that the pkp and m60 lose against the shotty when firing from everything but the floor.

How about they de-nerf all guns and give the power back to them. shouldn't take 3/4 of a clip to kill 1 person. Thats why I like to play hard core now because people actually die. But then again I also don't like hard core because most server disable 3rd person view in vehicles and I need that for jets.
 
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Well I let go of doing the football pool after 10 years of running it for 4 schools and joined two fantasy leagues.
Let the season begin. Actually Macdaddy if my son will let outsiders in on the second one
it doesn't start the draft until tomorrow night. Are you interested if he allows outsiders ?
 
So your afraid of the Rock Humpers orgy in a ditch on the new map?Me too they have a new snow suit too.So they all blend in.I`m just buying the add on not Premium to cheap and broke for that other $51 if I buy it now,It is $69.99 now for retail.

Mildly, but hopefully they give them some spots like in BC2 where it was such a good spot you would see like 5 of them there. And no one would watch behind so you just get up there and murder them all.

How about they de-nerf all guns and give the power back to them. shouldn't take 3/4 of a clip to kill 1 person. Thats why I like to play hard core now because people actually die. But then again I also don't like hard core because most server disable 3rd person view in vehicles and I need that for jets.

The guns feel just fine to me. Yesterday on Noshar coming under the bridge on TDM to clear campers out up top I killed 5 people with a single M416 clip then 3 more with a single 93r clip, just got to hit them in that flesh orb called the head. Sometimes I find myself disappointed someone didn't die, but most of the time I put them down. Also like minimap and kill cam (some people this bothers, but I don't camp, so I like to use it to find camping bitches, and they won't find me by goign to my last location).
 
LMG's need to be fixed.
 
A new Battlefield Blog has been posted: Inside DICE: Taking terrain to new heights in Armored Kill

[DICE] H Brun | 08.30.12

DICE Senior Environment Artist Andrew Hamilton runs us through the creative goals of creating the environments for Battlefield 3™: Armored Kill.

Hello everyone, I’m Andrew Hamilton, Senior Environment Artist here at DICE. My role spreads quite far throughout different aspects of the environments within Battlefield 3 and its expansions, but I tend to always lean more towards the natural elements including features such as terrain, vegetation and lighting. Working on the upcoming Battlefield 3 expansion Armored Kill – which covers many square kilometres of natural landscape – has been a very rewarding project due to each of the four levels dominantly organic nature.

I for one have been eager to release some truly large maps, so being able to really push what we are capable of sprinkling across such large expanses has been a fun challenge, not only in terms of density and detail of the environment, but also its believability and uniqueness. As all four levels of “XP3″ (our internal project name for the third expansion pack) are heavily environment focused, the environments themselves had to be a standout feature. Going into the project I wanted to focus on a few key areas:

- Push the quality from up close macro details right out to far distant mountains.
- Make the levels feel even more expansive and immerse players in a living world.
- Tune the terrain creation process to further utilise its unique features.

Soak in the atmosphere of Alborz Mountain. Make sure to change the Quality to 720p, or click through to YouTube to watch it in its maximum resolution.

Pushing the quality
Due to the large expanses of the four new Armored Kill levels, players tend to favour cover, and in this case that cover is generally some kind of natural formation within the environment. We strived to increase the detail of these elements across the board to make the environments as a key feature of the pack really shine. Higher resolution terrain and vegetation textures, more detail in organic objects such as tree trunks and higher density of objects scattering the landscape are just some of the points we focused on to really push the quality bar throughout the entirety of Armored Kill.

One of the great features of the Frostbite 2 engine is the ability to scatter hundreds of thousands of objects across the landscape to accentuate each terrain surface, naturally filling it with grass, stones, twigs, trash and anything else to give the surface of the landscape volume. This approach worked great for Battlefield 3, but for Armored Kill we wanted to increase the fidelity of these details even further. Up close and prone you will see higher density of scattered objects including grass, hundreds of small stones, and in one particular case the glittering grains of sand that fill the dunes of Bandar Desert!

We wanted to maintain this quality across the landscape no matter where you travelled and from what distance it was perceived. From prone face down in the dirt to flying high up above the clouds looking across the entire map, the achieved detail is at a constant level of fidelity. Ground detail is full of volume, and far backdrop mountains are now actual modelled geometry to the horizon – no more simple distant cylinders with an image slapped on its surface! The illusion of a never-ending landscape is much more successfully realised.

“The environments themselves had to be
a standout feature”

From one base to the next, you feel a great sense of traversing through a living environment.

Immersing the player
With Armored Kill having a strong focus on the environment, we wanted to truly hand craft each and every square inch of their kilometres of natural landscape for players to explore, which was no easy feat. While we created convincing and believable environments on all four levels through thoughtful placement of natural elements – understanding how mountains are formed, where water flows down their surfaces carrying sediment and deposits at their base – we didn’t want it to all simply feel like window dressing. We want players to feel immersed in these environments. We set out to achieve this through a combined effort of art, audio and effects.

Travelling up the side of Alborz Mountain the fog and snow in the air gets thicker and starts to feel colder. Continuing above the clouds the sky parts and shines brighter. Birds are scattered throughout the levels and in trees, only to be spooked by explosions or approaching enemies, flying off out of harm’s way. Much greater depth and perception of distance shines through in the levels through use of fog and actual clouds in the sky you can fly through, adding a whole new dimension to traversing the environments.

To accompany the more highly detailed environments, audio and effects also came into great play. When there isn’t a barrage of explosions and gunfire you can hear the trees creek in the wind, ice grinding under the frozen surface, and flags gently flapping in the wind. Likewise, explosion effects fill with dirt from underneath a thin layer of snow, leaves on the ground kick up from the forest floor, and hollow dead trees shatter into splinters when you crash through them with a quad bike. The combination of all these elements work together to create a vibrant, living environment.


Alborz Mountain offers a unique change of setting as you head up to the cold, snowy peaks. Click for full size.

Tuning the terrain
We have developed a pretty solid workflow creating the landscapes for Battlefield 3 within our Frostbite 2 editor, FrostEd, but going into Armored Kill we wanted to tune this process further utilising its unique features to introduce finer landscape details. The bulk of the terrain process remains largely intact, but it was in the fine tuning where features continued to be refined and polished.

Alborz_04-640x360.jpg

The versatile terrain toolset within the Frostbite 2 editor, FrostEd, for producing vast landscapes.

Firstly within FrostEd using its terrain toolset, a terrain is roughly sculpted with gameplay and broad, natural landscape formations in mind to get a quick visual idea of which direction we want to take the level. At this early stage strong reference material is of high importance as to not deviate too much from what is naturally possible in the real world. Height information we have sculpted in FrostEd is then taken into WorldMachine, where we erode the landscape via an assortment of erosion tools to produce more natural results than what is possible by hand sculpting 8 kilometres of terrain directly within FrostEd. Various assets are produced in WorldMachine, such as a Heightmap, basic Colour information and Masks which define the natural flow of erosion across the landscape. Taking these newly generated assets back into FrostEd we can start piecing it all together. The new naturally eroded height information serves as a great base from which we can hand-sculpt gameplay features where needed, and the masks serve as the starting point from where we define where grass grows, rock protrude the earth, and any other related natural features.

Into the details, we further use these masks for more defined features such as the formation of sediment sliding down the surface of the landscape, or where water and puddles would accumulate. Where landscape surfaces meet each other, such as snow to rock, the surfaces now behave in a more convincing manner. Snow and grass fall between rock, for example, instead of a gradual linear fade between the two. Finer details have worked their way into each surface, such as snow and desert sand sparkling in the sun, or ice distorting and reflecting the environment. The strong focus on such small details throughout the entire landscape really pays off when most of the players’ time is spent with the environment filling the entirety of their screen.


More environmental detail than ever when prone in the undergrowth of Alborz Mountain. Click for full size.

Building the environments of Armored Kill, filling them with detail and life, has been a lot of fun and extremely rewarding. I can’t wait for everyone to get out their winter boots come September! If you have any questions regarding the environments in Battlefield 3 feel free to ask in the comments section below and I’ll try answer where I can. And don’t forget to vote in the poll to let us know your favorite multiplayer setting.

Andrew Hamilton
Senior Environment Artist

Battlefield 3: Armored Kill is out September 4 for PlayStation 3 Premium members / September 11 for Xbox 360+PC Premium members. Learn more about Premium.
 
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Here are some achievements from armored kill
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You renamed your account? Seriously?
 
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I wonder if they will let me be "Wizzard".

Is DXP still going?
 
Reading about how they make the maps amazed me. Rather than generating maps by placing objects, they actually simulate eroding landscapes, then fine tune them for cover, to get a more realistic natural formation. Just amazing, I wish I had these tools to just tinker around with and see what I could make, it would be a ton of fun to just toy with. But They say the community couldn't make mods since the engine is so complicated, I think if these kinds of tools were out there, they totally could.
 
Everyone who is on my friend list is gonna have a filled up home page. Get ready for some hooahs ;)
 
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