From here you will need to improve your gear score and complete missions to level up. Once you've finished the first portion of the game you'll unlock the endgame and world tiers. These are special enemies that can only be unlocked by performing specific tasks. Find out what they are and how to fix them here. While taking your time in The Division 2 can be a lot of fun, if you want to get to that end game content as quickly as possible here's how to do so.īeing an online game, The Division 2 can have its fair share of issues. Find out how to unlock them and what you can do there here. To get the best loot and have some of the most fun in The Division 2 you're going to want to check out Dark Zones. You will need to complete these to progress to endgame. Strongholds are special missions which will unlock as you play and have level requirements. It was interesting to push and pull on the initial intentions without completely reworking every aspect of the mission.Here you can find walkthroughs for the main story missions which are recommended to complete first when playing through. In the final objective, instead of having 1 stack of contaminated supplies to destroy while enemies attack you, I set up 3 that players could tackle in any order while also defending a timed comms uplink that players interact with when first arriving in the space. During that time I reworked the cover layout and redid the player path to make things a bit more readable and added a few different options depending on your playstyle (reworked balcony to overlook pool area better and added upper catwalk and containers for some height variation) As far as the script goes, I reworked the mission objectives and streamlined the gameplay with the contaminated supplies in each area. The mission needed a little help to reach the Alpha milestone. The original narrative and general mission flow was all his work. The original LD on this mission was Fredrik Levau. Recover essential SHD Network equipment from the Federal Emergency Bunker. When the game released we had a lot of people mentioning how creepy the mannequin hallway and prison yard areas were when they played.Įnvironment Art + Lighting | Christopher Durso I don’t think Designers would normally feel okay with saying the environment did more for their mission than the gameplay…but I feel totally okay with that here. The art style is extremely dark and matched well with the tone I was trying to sell. In order to supplement the level of urgency I was going for with a tight deadline, the environment artist decided to double down on the visuals. Due to tech limitations and a lack of animation resources for Side Missions, I could not get the drone prisoner NPCs in every container and I eventually had to remove as many containers as possible since the location is too tight for 4 players. My first blockout had a lot of paths and flanks that ran behind and above the stacked containers. My initial plan was to have dozens of prisoners in these stacked containers reaching out and screaming in pain to create some urgency in the narrative and a dominating read as you enter the first combat area. It was certainly a steeper learning curve than I originally thought but an interesting challenge to overcome in order to build a proper Division level. Designing around a 1 to 1 environment match while comfortably fitting 4 players into a space was something that I never had to worry about when working on CoD. It was used as the featured Side Mission in our First Playable milestone for Ubisoft. Prison Liberation was the first mission I built when I started at Massive.
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