Monday 22 December 2014

Dev Update 1: Maps and Filtering

Today was a pretty long day for Hex development. Yesterday we had an exploited test server so decided to make the long overdue leap to activating FilterEnabled, after a hell of a lot of work today I'm proud to say the transition is almost done!

We've just launched a twitter page which is your ideal route for getting in touch with us for questions about the game. We will also post screenshots and other tidbits up there along with each new blog-post. Be sure to follow!


In other less dull news I'm delighted to reveal six of our launch maps!

Bricktops:



For those of you who aren't familiar with Bricktops it was an enormously popular RCL map made several years ago. There are dozens and dozens of streams online of Roblox clans battling it out in the small symmetrical map. We decided that it was only right that we brought this map, with some design changes and a considerable facelift, into Hex.

Pitgrounds:




Another blast from the past. The layout is inspired by 'The Pit' from the Halo series however it has been transformed from its previous Roblox incarnations (see here and here) for Hex. Pitgrounds is based inside the hanger of a spaceship (I'm sure Silent will correct me on the lore) and has a beautiful, savagely industrial, aesthetic feel.

Pagoda:



In a departure from the previous two maps Pagoda is a brand new design for Hex. It is based in the penthouse apartment in a futuristic metropolis in the clouds. There is a huge element of verticality in this map and a lot of tight corners which will undoubtedly make it popular with players who prefer to use the jetpack or evade equipment. 

Heatcliff: 



A brand new design for Hex. Set on a volcanic planet where lava is harvested to be used to induce nuclear fission, or something like that. A small map with a good blend of indoor and outdoor areas. Just be sure not to get caught exposed in the middle!

Digsite:



The smallest and most hectic map in the game. Think of it as our shipment or nuketown. Two opposing fortresses face off over some peculiar temple. This map is at its best when played on a wacky game-mode like King of the Hill or Artifact. As I'm sure you can imagine, CTF rounds on this don't last very long!

Sandpit: 



By far the largest map in the game. A bunch of unexplained alien like structures protruding from the desert. This map combines verticality, open fields, tight indoor spaces and even a tunnel network. Perfect for more drawn out tactical rounds.

Concluding remarks:

That's all we've got to show you today! Today was mostly taken up by the long drawn out process of sanitising our client/server links, but it was worth it. At the end of the day we want this to be a game you can pick up and drop in any time and enjoy without having to worry with nonsense like script kiddies.

Until the next time!

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