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Vanguard offers 20 maps -apkrig

Last night, the developers at Sledgehammer Games gave a detailed introduction to multiplayer in Call of Duty: Vanguard, which escaped through video gameplay during the day. The nearly half-hour stream opened a new trailer, followed by relatively nutritious discussion blocks, in which the available content was presented on the day of release. All this goes hand in hand with the reminder that from September 10, players with a pre-order on both PS4 and PS5 will be able to enter the previously introduced multiplayer beta, and a week later the invitation will also apply to players on other platforms.

https://www.youtube.com/watch?v=EfFU-vxbzd0

Let’s start with the available maps, regardless of the fact that quantity does not automatically mean an advantage for players. Representatives of the Sledgehammer Games have confirmed that 20 maps will be available at the launch of Call of Duty: Vanguard, of which 16 will be used in traditional game modes and 4 will be processed exclusively for Champion Hill mode. Although it might seem after the alpha that this mode gets another extra portion from the developers, in fact the four maps mentioned are papundekla mini battlefields, so nothing changes in this field. Nevertheless, the developers want to take players to all corners of the world, and considering that the singleplayer part will take place on four fronts, the multiplayer maps will also be very varied in this respect. According to the studio’s representatives, the final experience should act as jumping on a world map, which should prevent boredom and excessive repetition of the same maps over and over again, even though the latter will still be decided by the players themselves.

The developers have pointed out that each approach has many aspects, so in tactical mode, for example, you will have a little more time to look around, but on the other hand, every clash with the opponent will be important.

The developers also mentioned the previously introduced mechanism for determining the tempo of the game, which is supposed to serve players of different tastes and abilities. As we informed you before, before entering the lobby you will be able to choose from three variants – tactical, assault and blitz. However, it cannot simply be said that playing in tactical mode with a lower number of players (typically 6v6) will be easier than blitz with dozens of soldiers running around the map. The developers have pointed out that each approach has many aspects, so in tactical mode, for example, you will have a little more time to look around, but on the other hand, every clash with the opponent will be important. On the other hand, the blitz will offer a frantic action, but in the fight you will be able to rely more on teammates who will every time close and can put their hand to the work if the skirmish does not turn in the desired direction.

Gameplay will also be affected by a destructible environment, thanks to which the maps will look completely different at the beginning of the matches than at their ends. While it’s not an endless opportunity to destroy everything and send entire buildings to the ground, the developers have added clearly identifiable places to all player locations that can either be run through or shot. This also applies to buildings in individual places that are not firmly connected to the ground, such as furniture, various terraces or small roofs. The purpose is to give the player more options to approach the fight and how to succeed in the fight with the opponent. Of course, the opportunity to create your own is also associated with the overall experience class on the basis of the chosen weapon, its modifications and the obligatory three perks strengthening everything possible, only after a short-term vision through the destructible walls. The system for placing the weapon on a fixed object has also been redesigned in order to increase accuracy – thanks to new options, you can move sideways in Call of Duty: Vanguard in this cover and with the weapon placed in this way and cover more angles faster and more efficiently. The opposite is cover shooting or blind shooting, from which it is possible to switch to the style described above and start shooting again as accurately as possible.

For example, the Pacific map of Gavut will be able to conjure up the proverbial hell of paradise when palm trees and their leaves begin to tilt vigorously in a storm.

As mentioned earlier, Call of Duty: Vanguard uses the engine and technology behind the latest Call of Duty: Modern Warfare. It was one of the most beautiful parts in recent years and the people from the Sledgahmmer Games wanted to match the result at best. Due to the fact that this is the latest part of the series, the use of the most modern methods can be expected, but the individual details seem perhaps even more promising. Because the developers managed the movement of players, their own fights and the destructibility of the environment at first glance, they also paid attention to, for example, the effects of weather or the color of maps to look more realistic and detailed than in previous parts. For example, the Pacific map of Gavut will be able to conjure up the proverbial hell of paradise when palm trees and their leaves begin to tilt vigorously in a storm. But the same goes for battlefields in Europe, which can be shrouded in darkness or even bad weather, and conjure up an atmosphere that until recently was more of a Battlefield domain. Unfortunately, the developers no longer define how big the differences will be when playing the current and previous generation of consoles, however, one of the blocks of yesterday’s presentation was dedicated specifically to the PC version.

People from Sledgehammer did not hesitate to label the Windows version as the one with the widest number of settings, and indicated between the lines that although most marketing is mainly about playing on consoles, no one forgets about PCčkáře. Players will be able to apply a wide range of graphics, accessibility features or special settings that will allow multitasking in Windows while waiting for the next match. The optimal setting detection system will also be improved with the ability to set priorities – better graphics vs. the highest possible framerate – and the PC will reportedly be the best managed input lag, which the developers specially measured for the best possible results. All of this is, of course, connected with the maximum interconnection of the whole community, which will be able to use playing across all available platforms, and this is accompanied by a new system of clans, whose members can come from any platform.

The last part of yesterday’s performance was devoted to details about the Warzone mode, which you will be able to read about in a separate article on Vortex.

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