McMillan Feedback
The map in general is looking a lot nicer. However, I have concerns. Every map so far has felt the same, before each had a colour pallet and wall types to define where you are. Now they're all grey and overcrowded with shrubbery (that block totems) McMillan had a blue aesthetic and the buildings I feel should retain some blue colour. How does everyone else feel about the update?
Comments
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I agree. The shrubery is strong.... Shur Shrubbery is strong..
Nah in all seriously the blue aesthetic was nice. I would like if a group of maps felt like there own. Not all bland and similar.
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Since the first moment the devs showed off anything regarding "new graphics", which really don't look all that hot (i.e. worse than what we had several patches ago for the base game) on low settings and with AA forcibly enabled, that the devs are chucking their art style right out the window and abandoning the color schemes and aesthetics that brought the game into the hands of so many people in the years after the release.
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Nobody bought this game cause mcmillan was blue or cornfields being yellow or especially autohaven being green, NOBODY did that
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God forbid the maps look good lmfao
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That is what they are wanting - more 'realistic' art styles between different maps of similar styles instead of each map having its own art style/color palette. Outdoor maps should all look roughly similar; indoor maps should only vary by lighting design.
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I bought the game because I liked the graphics it had. Your nobody seems to be a little faulty, because I've noted my views on this forum are not an anomaly.
The maps we have rn look godawful. I have no idea why you think the cartoony, blurry mess that is Yamaoka is in any way better than the ugly, bland, strangely shiny failure of a map that is Ormond. I would love the maps to look better, particularly for players using low graphics and resolution, and what DbD did with tints and baked textures when it first released did that. What really bugs me is that they seem to just be chucking their art style right out the window without any restraint or thanks, and that applies to add-on and killer icons along with the design of killers like Blight.
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And I disagree. Different places outdoors have different lighting irl because of light reflecting off of the surroundings or because of molecules in the air. Remember that these places are not technically anywhere solidly near one another. Each realm is fashioned from the memories of killers and survivors from around the world, and that includes places with chemicals from mining in the sky that tint the light or a junkyard filled with pollution or a farm field that has more yellow light due to the fact that kicking up dust and running around endlessly in a corn field is bound to release particles that change the tint.
But in terms of art and the lore of the game, tints are a great way to change the perspective of viewers on a subject and often people remember things in lighting not 100% accurately to what they actually were at the time (again, everything tactile is made from the characters' minds).
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"the maps we have rn look godawful"
Ok sorry man back to the ######### 2016 build
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Every map they they've redone is the same ######### colours with one or two texture difference. There's no variety. Every realm had a colour theme to them. MacMillan had blue main buildings, now its as grey/brown as every other map.
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Lets ignore badhams pink, yamoakas red and all other upcoming maps
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...but those colors aren't evident? Those differences are akin to the differences between the yellow and red gens on maps. People generally don't see them as distinct. I don't want to invoke your name, but should you really be commenting on colors and art when your name is...Deficient_Artist? How do we know color and aesthetics aren't the main deficiencies you have? ;D
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I did
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