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坦克世界地图设计 战舰地图设计全解说

  This is common knowledge for real battles, like in the Jutland battle. Below is the description of such a hit by George van Hase. The shell hit the conning tower of theDerflingerbattlecruiser. It was quite safe in the tower until that moment.

  在实战中,这种事情屡见不鲜,比如在日德兰海战中就多次体现。 让我们看看下面的文字吧——————一发炮弹打中了德福林格的指挥塔,指挥塔里面非常安全,直到被击中的时候。

  “So far, those of us in the armoured tower had come off very well… but my train of thought was sharply interrupted. Suddenly, we heard a crack that sounded like our impending doom. A terrific roar, a tremendous explosion and then darkness, in which we felt a colossal blow. The whole conning tower seemed to be hurled into the air as though by the hands of some portentous giant, and then to flutter, trembling, back into its former position. A heavy shell had struck the fore-control about 50cm in front of me. The shell exploded but failed to pierce the thick armour, which it had struck at an unfavourable angle, though huge pieces had been torn out.”

  “迄今为止,我们的指挥塔表现的很良好,但是我的思绪被瞬间打断。突然,我们听见一声巨响。恐怖的巨响,巨大的爆炸以及随之而来的黑暗————我我们感受到了异乎寻常的爆风。整个指挥塔看上去就像被巨人扔上天,在空中飘浮,抖动,然后落下来。一发炮弹卡在前控制塔的装甲内————离我只有50CM而已。这枚炮弹爆炸了,但是没有穿透装甲。以一个不合适的角度嵌入装甲————就算这样,这次爆炸还是在装甲上开了个洞。

  Knowledge of firing ranges (both for you and your enemy) may help you to avoid such situations. A direct hit to valuable modules significantly takes up your time, which is necessary for other purposes like correction of hydroplane reconnaissance and evading torpedo attacks, air attacks。

  了解射程(包括你和敌人的射程)可以帮助你避免上述情况的发生。一次对着重要模组的直击可以占用你所有的时间————这个时间可以让你做更多事情——比如调整侦察机的观测位置,或者规避鱼雷,躲避空袭

  Of course, this kind of fun differs from that of a destroyer, but with no less action. Having become accustomed to the game a player develops a set of working tactics ranging from thoughtful actions in parallel columns similar to the battlecruisers clash in the Jutland battle

  当然,驾驶驱护舰带来的乐趣和驾驶战列舰不同,但是,这有什么关系呢? 慢慢习惯游戏,慢慢习惯和队友制定计划,排出一条战列线————就响日德兰的战巡前卫战一样。

  Game environments, contrary to what people might think, are not simply static spaces. A game environment is a kind of mini-universe where all components must be balanced for the map to function as intended. What the specific function of a particular map is only the developers can tell but the goal of every map is the same: to immerse the player in the gameplay with the help of its external appearance, special effects, level geometry and the tactical opportunities that the map provides.

  和大部分人想象的不同,游戏环境不仅仅只是一个静止的空间。一张图其实就相当于一个微缩的宇宙,所有的部件都必须经过调试,以达到预想的效果。每一张图的所期望的目标都是相同的——————地图营造的特殊气氛,外部环境,让玩家沉浸其中

  In World of Warships, it’s not just a case of pouring water in and throwing rocks around. We are creating game environments based on the specific characteristics of our game.

  WOWS的地图可不是做一潭水,然后摆几块石头就行的。我们还得把游戏环境做出来。

  Think twice!

  深思熟虑

  The process of creating game levels is a very complex one and requires a specific set of actions. Of course it may undergo some dynamic changes in structural and technical terms as well as in concept.In a World of Warships project, our approach involves the cooperation of several departments working on game maps which gives us a better opportunity to plan and set our goals.

  Each map begins with a concept that sets its key parameters. Here are the 4 pillars of game map design.

  制作游戏标准是一个非常复杂,而且需要很多特别设置的过程。当然,又是在结构上,技术上,概念上经历一些动态变化。在WOWS计划中,我们多个部门通力协作,一起制作地图————这让我们有更多机会来制定目标。

  The game-design department generates the initial idea and the technical basis of each map e.g. its geometry, landmarks and characteristics. At this stage, it is really just an unpolished skeleton of the future map. Is shows the structure of the level and its key objects like straits and islands, hills and shallows as well as interactive elements with their own gameplay features, such as cover objects and bases.

  游戏设计部想出一堆点子——以及提供每张地图的技术基础。比如,几何学(应该是地图的尺寸吧),地图上的标志性物品,地图的特色;在这一阶段,地图还是是一个坯子。只能显现一些大体结构,和关键要素——比如小岛和海峡,山丘,浅滩以及一些互动要素,比如基地什么的。

  At this stage, we determine what we want to get from this map – how it should look, what feelings it should give the player. Each time a player gets into a new map there should be unique gameplay

  在这一阶段,我们要确定这张图需要什么————这张图长什么样?给玩家什么样的体验。每一次玩家进入一张新地图时,都会感受到特殊的游戏体验

  Despite the fact that battles in World of Warships take place at sea and our players will not be able to go ashore, the use of landscape detailing helps us to create a special atmosphere for the game.

  尽管WOWS的战斗发生在海面,玩家不能上岸战斗(不过能搁浅),制作地面景观却能有助于营造游戏气氛

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