Ticket #3431 (new)

Opened 6 months ago

Perfect Shed Plans Are The Most Complete... Easy-To-Use and Clear Plans

Reported by: "Free Shed Plans" <FreeShedPlans@…> Owned by:
Priority: normal Milestone: 2.11
Component: none Version: 3.8.0
Severity: medium Keywords:
Cc: Language:
Patch status: Platform:

Description

Perfect Shed Plans Are The Most Complete... Easy-To-Use and Clear Plans

http://secretgrowplus.us/4DOghxHeXPtQhVOoHkz2zL_a_6e-jt9-OfLZ1uuTKZJFWSYL1w

http://secretgrowplus.us/LZA3rQ3HOF4iCB3CBKStTjd6gXN6aFrPWqh3S1CgZEdv3JD5RQ

legrounds represents the standalone version of what Greene believes is the "final version" of the battle royale concept, incorporating the elements he had designed in previous iterations. Faster development was possible with the game engine Unreal Engine 4, compared with ARMA and H1Z1, which were built with proprietary game engines. Greene acknowledged that implementing the size of the maps in Battlegrounds has been one of the challenges with working with Unreal, which was not designed with such maps in mind. The game was designed as a mix between the realistic simulation of ARMA 3 and the arcade-like action focus and player accessibility of H1Z1. To prevent in-game cheating, the game uses the "BattlEye" anti-cheating software, which had permanently banned over 13 million players by October 2018. BattlEye indicated that 99% of all cheating software for the game was developed in China.

Based on Greene's experience with the genre, an island with many terrain features was picked as the first map, known as "Erangel". The map design scope was to offer players many possible options for strategic and unique gameplay. Some buildings and structures were designed to depict the style of the brutalist architecture of the Soviet Union during the 1950s. The developer team playtested architecture features and random item placement systems, looking at both how close-quarters encounters went, and for open terrain areas. The goal was to optimize the right distribution and placement of weapons and gear across the map, to encourage players to make strategic decisions about how to proceed in the game without overly penalizing players who may not find weapons within the first few minutes of a round. During early access, additional maps were planned, such as one set on a fictional island in the Adriatic Sea that included snow-covered Yugoslavian territories. Greene stated that he though
 t the Erangel map felt disjointed despite meeting their goals for gameplay, and sought to create more unified ideas with future ma

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