Darktide 101: Level Design and Cinematics - Dev Blog

I wonder if we’ll ever see randomized maps with different exit and entrance segments.

More cinematics would be interesting. I know people have asked for more of a campaign to the game but not sure how much benefit it would add or why you would play it after the first time. Could be useful as a very long narrative rich tutorial.

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Always felt that this would be part of a new game mode. However, I’d be happy with just adding different alternate sections on existing maps so you might get other mid or end events on the maps so not everything is fixed in place, that might be to much work for what Fatshark has planned though.

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Will this explain why it took from December 2022 to last month, June 2024, to get four new unique weapons that weren’t copies of previous weapons already in the game? I wouldn’t mind an explanation for that.

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Honestly, best guess is that they’re doing the ol’ “We promise we aren’t devoting all our resources to the port so we can sell cosmetics to more people” while devoting all their resources to the port so they can sell cosmetics to more people bit that they always lie about not pulling. There’s a PS5 port in development at the moment that they haven’t been advertising at all.

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Cool behind the scenes info! It’s interesting to see how similar yet so much different the level prototypes vs. final versions are. I definitely noticed the new changes to the levels in SotO, which were all awesome (removing a lot of chokey corridors for players to get stuck in, some lame ladders, and adding more flanks).

It’s funny to me that the prototype cutscene is essentially just everything gliding around in an idle animation, and that the excuse of “why can’t Masozi just fly us over to the finale” is usually just “anti-air cannons”.

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Then…where are the worthwhile cosmetics? There’s a Tempestus Scion armor skin in the game files that isn’t available. Where are the Mordian skins? Where are the Solar Auxilia skins? Where are the different types of Scion skins, there isn’t just one type.

If they were waiting to deploy more skins for the cross platform launch, why didn’t we see a continual release of new skins over time, and why are the ones that are pre-existing just recolors and why are they getting sold in progressively more expensive packs?

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Oh I never said it was a good idea, pal, you and I are on the same page. But Fatshark has followed this pattern for the past decade and more. It’s totally what they’re doing.

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Fascinating post. There is so much details when you take the time to watch around … Sad the heretics don’t give us a respite. :sweat_smile:

This is a lot of what I wanted to learn about, but I’d like to take this moment to say that I wish you guys would give us interesting alternate paths we could take in missions - whether the path is blocked off by a daemon host or just a blockade, i’d love to see it - hell even more interesting would be seeing a path blocked off by some sort of bunker

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While it may not be original, anti air cannons are both sensible and completely believable given the nature of the franchise.

Although it would be cool if we got to extract via some sort of APC a la Aliens in an area that is too deep/cramped for a ship.

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I am interested in more!

Will there be anything about the speculatively scrapped procedural generated map system (which I believe I saw mention that Chaos Wastes in VT2 was a test bed for) and why there is no dynamic pathing through maps apart from a single map event in Ascension Riser?

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It certainly sounds cheap with how often you hear it, but it’s a perfectly reasonable explanation I’m not upset about. It’s basically just a giant hand-wave for why your player characters have to go through this challenging gauntlet of enemies. And it’s a good enough excuse, too, so why bother complaining?

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The maps are easily one of the best parts about Darktide. It seriously cannot be understated how talented everyone involved in level design is.

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And then there’s Jesper Kyd, solely responsible for all the heat in metalfab 36.

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Not that interesting for me personally, but any increase in communication with community, is a welcome change.

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@Developer @FatsharkStrawHat Can you please ask Tim, what other outside programs did he use to achieve the final cinematic result if any? Was this all completed in engine? What did he use for VFX and motion capture? What post processing methods are used?

I’ve been practicing in Unreal Engine exclusively for doing cinematics not game design. However, I’m impressed at the visual fidelity of the final product of the Darktide/Vermintide cinematics and wondering how I could elevate my own cinematics levels to FS quality.

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I’d love to have an APC insertion on a mission, could still do a stormraptor pickup in the end.

Would work out fine if during mission briefing the driver dies too!

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The very first time (sh!t even now) when I played this map and saw the Servo Skull Colony, I got goosebumps! The grim dark feeling hits me hard! The general map designs make me actually feel like a dispensable reject in the 40k universe… smashing heretics in the name of the throne never looked better… Great work!

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Actual interesting stuff. Awesome!

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Catachan skins been coveted as well