Battlefield 3 (PC, Xbox 360 and PS3)

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friend has played it and said it was good on PC but **** on xbox. As long as PC is good I don't care :P

Well, I mean, who the **** would play Battlefield 3 on a console? Seriously?
 
@zh1nt0 Daniel Matros
A lot of what you are seeing in the BETA doesn't exist in the main game already. 1st Party submissions mean we couldn't give a version of the latest code in the BETA but the retail game is well ahead of what you are seeing now with a lot more bug fixes already in place.
 
Yep, not sure if Mads has grasped the point of a Beta being released

blinded by love for COD (if there was a COD beta then maybe the full game might not be as **** ;) )
 
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Although I've enjoyed the BF3 BETA, the gameplay still isn't as fun for me as CoD gameplay.

Needless to say though I'm going to purchase both.
 
Although I've enjoyed the BF3 BETA, the gameplay still isn't as fun for me as CoD gameplay.

Needless to say though I'm going to purchase both.

How far apart are the release dates?
 
Not great at this game but I like it nonetheless, best game was 60-16 with 8956 score.
 
According to an anonymous report BF3Blog received from inside Valve, the developer/publisher is currently in late-stage talks with EA in bringing Battlefield 3 to the Steam digital distribution service. The rumor says that Battlefield 3 would be available on Steam just in time for the game’s release on October 25.

According to the report, EA and Valve are very close to reaching an agreement regarding sales of DLC content, which is the main reason Battlefield 3 is not on Steam: Valve requires that all DLC is sold through Steam, while EA would prefer to sell via its own channels. This was the cause of another EA title, Crysis 2, for being pulled from Steam earlier this year.

Many PC gamers have lobbied both EA and Valve to put Battlefield 3 on Steam for a while now. It looks like it’ll finally happen soon.
We’ve reached out to EA and Valve for a comment on this story.

Report: EA and Valve in late-stage talks to get Battlefield 3 to Steam - Battlefield 3

---------- Post added 07/10/2011 at 05:40 PM ---------- Previous post was 05/10/2011 at 07:42 PM ----------

The Xbox 360 version of Battlefield 3 will let users stream higher resolution textures by installing content found on the game's second disc, DICE has revealed.

"There's a voluntary install on the 360," said Battlefield 3 producer Patrick Liu speaking to GamerZines yesterday.
"I think Rage did it as well, where you can install content to stream higher res textures.

"We're pushing that technology to the limit, and compared to our competitors, I would argue that we're the best looking game."

According to Liu, the game's single-player, co-op and multiplayer are also split up between the two discs, although he wouldn't confirm which modes are present on which disc.

It's not yet known whether the PS3 version of Battlefield 3 will also include the same hi-res textures on the Blu-ray disc.

We went hands-on with both versions of the game yesterday, and in terms of visuals, the Xbox 360 version certainly took the edge over the PS3 version.

Battlefield 3 360 Texture Disc, XBox 360 News - GamerZines : Free Digital Games Magazines

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[video=youtube;oDIwNcAF7s4]http://www.youtube.com/watch?v=oDIwNcAF7s4&list=UUKy1dAqELo0zrOtPkf0eTMw&index=2[/video]

---------- Post added at 05:45 PM ---------- Previous post was at 05:43 PM ----------

[video=youtube;geTOvrUVPTE]http://www.youtube.com/watch?v=geTOvrUVPTE&list=UUKy1dAqELo0zrOtPkf0eTMw&index=1[/video]

---------- Post added 08/10/2011 at 01:31 PM ---------- Previous post was 07/10/2011 at 05:45 PM ----------

EA & DICE pulled out all the stops, hosting the Final Hours event in San Francisco, CA at the posh Terra Event Center to show press never-before-seen footage of all 9 multiplayer maps to be shipped with Battlefield 3, as well as new co-op missions and new singleplayer missions. While PC was the main platform showing off the singleplayer portion, I was able to hop on both Xbox 360 and PS3 versions of the multiplayer, and let me tell you, if you were concerned about the game after experiencing often bug-ridden beta, you will sleep soundly knowing that this most recent build of the game played (and looked) like a game ready to be shipped. As DICE producer Patrick Bach reassured me, this most recent build that I experienced is STILL not the final build.

Though all 9 maps were present and playable, I was able to play through 3: Operation Firestorm – Conquest (Xbox 360), Caspian Border – Conquest (PS3) and Grand Bazaar – Rush (Xbox 360).

Here are a few of my thoughts from the maps and a list of improvements I noticed from the beta:

Operation Firestorm – Conquest (Xbox 360)


  • A linear map with three flag captures, desert setting, like a cross between Arica Harbor of BFBC2 and Gulf of Oman of BF2.
  • Each team has a plethora of vehicles including 2 jets, 2 choppers, tanks and jeeps.
  • All flag captures are in the middle of a giant oil refinery spanning most of the map. The refinery contains a lot of tall structures, ladders, cranes, and construction buildings. Great for snipers.
  • Though scaled for consoles, map still felt really large. I never once hit the boundaries while flying a jet. Map’s size slightly smaller than Heavy Metal.
Grand Bazaar – Rush (Xbox 360)
I’m not as big a fan of rush, but this map was really fun!

  • Middle Eastern setting, lots of alleyways, quick corners, rooms and offshoots to get to the objectives. Found myself a little backwards at times which made it feel less linear.
  • Impressive ambient lighting from porch lights and sun, great atmospherics made the city feel life-like.
  • Map seem to turn directions as objectives were taken
Caspian Border – Conquest (PS3)

  • Though DICE has said the map has been scaled down to fit consoles still, felt very large. Environment looked the same as PC, objectives seem closer than the PC counterpart, that’s really the only difference.
  • Lighting effects were phenomenal on this map. Found myself blinded by the sun more than once in a dogfight.
  • 24 players still felt really fun on this map. I didn’t find myself having to search for people to kill.
New improvements since the beta:

  • First thing I noticed on the consoles were the graphics. They looked much better than the beta. Textures were smoother, character movements were much more fluid, and environments seemed to have more warmth to them. Also, the lighting was more dynamic, atmospherics more gritty and present, things just seem to run smoother on this build. All the frame rate issues, glitches, pops and sound drops of the beta were nowhere to be found. Bach reiterated that the beta was already a month and a half old before it was launched because of the time it takes to certify for release. It’s amazing how much polish they were able to put on the game since the beta.
Gameplay changes:

  • When placing a spawn beacon or a enemy motion sensor as a sniper, the devices would appear red indicating that it could not be placed in that location. When the device could be placed, it would turn yellow. Very helpful visual cue as the beta gave no cue.
  • Your player screen loses color saturation as a new visual indicator (besides the timer) when you go out of bounds.
  • Same sort of visual indicator as the out of bounds screen appears but with blood surrounding it when you’re low on health.
  • Hit boxes were dramatically improved. My bullets didn’t magically go through enemies’ torsos.
  • When running as the assault/medic class, the visual indicator of an incapacitated teammate is more prominent with a circle surrounding the defrib symbol now.
  • Jet stick controls on console are similar to BF1943 on console. If you don’t prefer those controls, they are completely customizable. Also, when your jet is low on health, it becomes a little more difficult to control until it is completely incapacitated and falls from the sky. Y (or triangle) switches between your heat-seeking missiles and your cannon. R-bumper (or R1) deploys smoke.
  • Flying choppers felt almost exactly like BFBC2. Was able to fly right away.
  • Changing views in the vehicles has been moved back to the R-stick much like BFBC1 unlike up on the D-pad on BFBC2.
  • Parachutes take little longer to deploy than BFBC2, and while in the air they are a little harder to control to your destination.
  • Death animations look more realistic. No more funky physics where their body flies 30 feet across the screen after being killed. Player’s eyes are closed when they die.
  • Knifing animation looks a lot better, especially when knifing someone on the ground.
  • Frostbite 2 was in full effect in terms of destruction. Buildings were tumbling down, everything was being destroyed around me in most every map I played.
  • The amount of damage it takes to kill an enemy on regular mode seems a little less than the beta.
  • I was able to equip the knife on the PS3 build. Not sure about the Xbox 360.
  • You CAN spawn in to jets in both console builds, there is an option on the menu spawn screen to do so.
After walking away from the Final Hours event and spending a good 2-3 hours on this current build of the console Battlefield 3 multiplayer, I can honestly say my excitement for October 25th has grown exponentially. Though I never doubted DICE, I can compare the beta experience to a truck drivers windshield: It was hard to see what was in front of me with the constant barrage of bugs.

For the doubters, haters, and naysayers, you may want to think again come October 25th.

Single Player Screenshots










Battlefield 3 "Final Hours" Press Event - Planet Battlefield

[video=youtube;yx1u9G3cLx0]http://www.youtube.com/watch?v=yx1u9G3cLx0[/video]
 
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---------- Post added 14/10/2011 at 05:19 PM ---------- Previous post was 12/10/2011 at 03:53 PM ----------

The 9 multiplayer maps in Battlefield 3 offer every style of gameplay from dense urban combat to all-out vehicle warfare on vast landscapes. Read on for the design ideas behind the multiplayer maps in Battlefield 3, straight from the level designers at DICE. The remaining maps will be revealed here on the blog tomorrow.

OPERATION FIRESTORM
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WORKING TITLE> OILFIELDS
DICE INTERNAL DESIGNATION> MP012
SUPPORTED GAME MODES> ALL
BRIEF> ALL-OUT DESERT WARFARE

FICTION> U.S. AND RUSSIA LAUNCH LARGE-SCALE ASSAULTS TO CONTROL IRAN’S BIGGEST SOURCE OF OIL. SECURING THIS AREA WILL OFFER FULL CONTROL OF THE SECTOR AND ITS KEY FACILITIES.


DESIGN THOUGHTS: One of our largest and most vehicle-friendly map, Operation Firestorm is the classic Battlefield gameplay taken to the extremes. Size-wise, and with some puzzle skills, you could actually place three Atacama Deserts -- one of the largest maps from Battlefield: Bad Company 2 -- within the playable area of Operation Firestorm. This is a wide-open desert map where the burning oil fields in one direction are contrasted by clear blue sky in the other direction. Construction sites dotting the area bring interesting possibilities for infantry to hide in elevated positions, spot vehicles, and take them down by mortar or RPG.

OPERATION MÉTRO
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WORKING TITLE> METRO
DICE INTERNAL DESIGNATION> MP015
SUPPORTED GAME MODES> ALL
BRIEF> INFANTRY FOCUSED COMBAT IN SUBWAY

FICTION> HEAVY FIGHTING IS EXPECTED AS U.S. FORCES PUSH TO SECURE THE FINANCIAL DISTRICT IN CENTRAL PARIS. RUSSIAN ANTI-AIR EMPLACEMENTS IN CHARDONNAY PARK ARE LIKELY TO BE THE FIRST TARGET.

DESIGN THOUGHTS: Operation Métro is the map from E3 and the Open Beta, so some of you are familiar with it already. It is a map that perfectly illustrates that we want to take our players on a journey. Especially in Rush, you can see how Operation Métro is almost three maps within one: You start out in a lush park, then move into a bombed-out section of the subway tunnels, to finally emerge in a dense urban environment outside the Paris stock exchange. It’s a map that asks you to constantly adapt your class and load out for the diverse situations you will find yourself in.

TEHRAN HIGHWAY
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WORKING TITLE> HIGHWAY
DICE INTERNAL DESIGNATION> MP003
SUPPORTED GAME MODES> ALL
BRIEF> INFANTRY FIGHTING IN TIGHT CITY STREETS

FICTION> A FIGHT FOR CONTROL OF ACCESS ROUTES NEAR TEHRAN. U.S. FORCES MAKE A PUSH FROM THE HILLS UNDER COVER OF DARKNESS WHILE RUSSIANS HAVE SET UP DEFENSIVE POSITIONS ALONG THE MAIN ENTRANCE POINTS.

DESIGN THOUGHTS: One of the inspirations for this map was a photo of a night time skyline of Tehran which now is basically the same vista that is available in the game. You start up on the hills above the city outskirts and eventually work your way into town. This atmospheric night-time map, where you can see rockets lighting up the sky, has a balanced mix between vehicle and infantry focus. It plays length-wise and starts semi-open with plenty of room for vehicles, but ends on a much more urban and tight note with less focus on vehicles and more on infantry.

DAMAVAND PEAK
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WORKING TITLE> BASEJUMP
DICE INTERNAL DESIGNATION> MP013
SUPPORTED GAME MODES> ALL
BRIEF> FIGHTING IN WINTER MOUNTAINS

FICTION> A RUGGED MOUNTAIN AREA PLAYS A MAJOR ROLE IN DECIDING WHETHER RUSSIAN OR U.S. TROOPS ARE SUCCESSFUL IN COMBAT OPERATIONS IN THE SECTOR, AS THE AREA IS HOME TO KEY RADAR INSTALLATIONS.

DESIGN THOUGHTS: Damavand Peak, internally known as Base Jump, is built on the idea that we want players to be able to base jump, and features our most extreme height differences ever in a Battlefield map. Attackers in Rush and Squad Rush will start high up on a mountain ridge above a mining facility. The only way down into the valley is to somehow make the 500 meter descent. The further the attackers progress in the map, the more vehicle warfare will be present. There is also a large tunnel section dug into the mountain side at the bottom of the map, and the view when you look up at the starting location is spectacular.

Battlefield Blog
 
Will pre-order it within the next few days.

Want those BF2 maps too.
 
[video=youtube;1wuGzVd-KmE]http://www.youtube.com/watch?v=1wuGzVd-KmE&feature=feedu[/video]
 
Pre Ordered yesterday Dont let me down like COD did
 
Ready to see the final five multiplayer maps included in Battlefield 3? We talked to the multiplayer team at DICE about the concept behind each map, and how they decided which maps made the cut into the final game.

GRAND BAZAAR
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WORKING TITLE> BAZAAR
DICE INTERNAL DESIGNATION> MP001
SUPPORTED GAME MODES> ALL
BRIEF> TIGHT URBAN COMBAT

FICTION> THE BATTLE FOR CENTRAL TEHRAN HAS REACHED ITS SECOND WEEK, AND WHAT WAS EXPECTED TO BE OVER WITHIN DAYS NOW CONTINUES AS RUSSIAN AND U.S. FORCES CLASH FOR CONTROL OVER THIS ANCIENT CITY.

DESIGN THOUGHTS> We knew we wanted to do something very urban in the city center of Tehran. The fiction has you coming in two weeks after fighting started, so the tight and narrowly built city has a great deal of destruction already when you spawn into the game. Grand Bazaar is a classically mirrored map where both sides have very similar pathways, sideways, and possibilities to traverse heights to get a better view of the action. It’s a very short range close quarter combat map where shotguns tend to be favored.

CASPIAN BORDER
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WORKING TITLE> FOREST
DICE INTERNAL DESIGNATION> MP007
SUPPORTED GAME MODES> ALL
BRIEF> VEHICLE WARFARE IN LARGE VALLEY

FICTION> A RECON RUSSIAN FORCE HAS SET UP CAMP ON THE TURKMENISTAN SIDE OF THE IRANIAN BORDER AND PROCEEDED TO TAKE OVER THE HEAVILY BUILT UP BORDER CHECKPOINT.


DESIGN THOUGHTS> Caspian Border was meant to encapsulate the classic Battlefield all-out vehicle warfare gameplay, and also to be a lush and green contrast to the more urban and desert maps in Battlefield 3. The border control splitting the map in two was introduced to add an interesting break both visually and gameplay wise in the otherwise beautiful and open landscape. Caspian Border is one of the obvious map choices if you are after the full vehicle experience, as base distances are generally too long to cover by foot. Pretty much every type of vehicle is available in this map.

SEINE CROSSING
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WORKING TITLE> PARIS
DICE INTERNAL DESIGNATION> MP011
SUPPORTED GAME MODES> ALL
BRIEF> VEHICLE/INFANTRY COMBAT IN DOWNTOWN PARIS


FICTION> THE AMERICAN INVASION OF RUSSIAN OCCUPIED PARIS IS IN FULL MOTION. THE UPSCALE AREA IN THE 7TH DISTRICT OF PARIS SERVES AS THE BATTLEGROUND.

DESIGN THOUGHTS> Seine Crossing has two sections of Paris split in the middle by the river Seine. Seine Crossing has a number of larger roads for vehicles to patrol, while infantry can sneak through tight alleyways and climb staircases to reach second or third levels inside buildings to reach a better tactical position – unless the enemy takes down the building facades. The final M-COM stations in Rush are placed inside a bank building, which is the largest indoor environments of this map and forces the attackers to slightly change tactics.

NOSHAHR CANALS
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WORKING TITLE> CANALS
DICE INTERNAL DESIGNATION> MP017
SUPPORTED GAME MODES> ALL
BRIEF> MIXED COMBAT IN INDUSTRIAL SETTING

FICTION> U.S. MARINES LAUNCH A STRIKE ON A MAJOR HARBOR BY THE NOSHAHR CANALS ON THE IRANIAN COAST. THE STRATEGICALLY IMPORTANT PORT ALLOWS FOR DEEP WATER VESSELS TO OFFLOAD ESSENTIAL MATERIALS.

DESIGN THOUGHTS> When we set out to do Noshahr Canals, we wanted to contrast the urban and rural with something more industrial. So we set Noshahr Canals up as an industrial harbor, featuring a mix of infantry, land vehicle, and boat gameplay. The attackers in Rush start out on an carrier ship and can reach the beachhead by amphibious vehicles, boats, and helicopters. All of the bases on the map have an industrial theme but still have different styles, like a train yard, dry dock, or airfield. Compared with the larger vehicle maps in the game, this allows for tighter infantry combat.

KHARG ISLAND
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WORKING TITLE> KHARG
DICE INTERNAL DESIGNATION> MP018
SUPPORTED GAME MODES> ALL
BRIEF> AMPHIBIOUS ASSAULT

FICTION> KHARG ISLAND IS IRAN’S BIGGEST OIL EXPORT TERMINAL. IF THE U.S. CAN STAKE CONTROL OVER THIS ISLAND, IT WILL DENY THE RUSSIANS CRITICAL ACCESS TO IRANIAN OIL RESERVES.

DESIGN THOUGHTS> Kharg Island is our second map with boat gameplay. Thematically it’s representing an assault against Kharg island in the Persian sea, an industrialized island not far from the Iranian coast. The map is slightly more focused on vehicles with longer distance between flags than for example Noshahar Canals. In the Rush game mode, the beach assault begins on the coastline with a well-defended beach you need to break through to create a beachhead for further attacks on the island, before it opens up wider in the later part of the map.

THIS IS HOW WE DO IT
Creating levels at DICE is a democratic affair, and a process that is ruled in equal amounts by art and gameplay design. This in order to not only get a balanced mix of gameplay variations in the game, but also a variety of visual impressions.

At the start of the design process, the artists mocked up a number of creative briefs together with level designers Inge Jøran Holberg, Diego Jimenez and Niklas Åstrand. These briefs explain the gameplay type and idea, story and visual theme. Everyone on the Battlefield 3 development team was encouraged to vote for their favorites among the briefs and also add ideas of their own. From there, prototypes of the favorite levels were produced in so called “pods” -- pairs with a level designer and artist per map -- so the team could play them to see which ones were the most promising.

Then, the team as a whole weighed the maps against one another to see which ones would make the most compelling and diverse package to ship the game with. We finally ended up with the 9 cherry-picked multiplayer maps you can read all about here today and in yesterday’s blog post. They’re the best of the best, the maps that shone the brightest in our playtests, and the ones that combined bring out everything we want both veteran and new Battlefield players to experience in Battlefield 3 multiplayer.

Oh, and did you know there's a sand castle on one of our maps in Battlefield 3? This classic easter egg has been present in many Battlefield maps through the years. See if you can find it!

Battlefield Blog

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http://www.neoseeker.com/news/17606-battlefield-3-command-console-revealed-graphics-settings-explained/

DICE rendering architect Johan Andersson aka repi spoke at Geforce LAN 6 yesterday about PC-specific technology in Battlefield 3, revealing some key information which should please enthusiasts.

Firstly, the game supports a command console; hitting the tilde key (~), will bring it up, at which point you can enter one of a few commands (some are restricted to prevent cheating). Render.Drawfps 1 will display the average FPS over the last second, while Render.PerfOverlayVisible 1 will bring up graphs depicting specific CPU and GPU information which can aid in determining trouble spots, like outdoor vs. indoor performance, or a CPU bottleneck.

Other commands are not yet known, though Andersson notes on Twitter the ability to hide the HUD will likely be added later on for the purposes of machinima and such, and there's a possiblity for network stats and other items as well.
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Next is graphics options. Low is explained as having "similar visuals to consoles" with "lots of stuff disabled" (though essentials are there to keep multiplayer fair); Medium has the important stuff; High is "what the game is designed for" and includes all the key items excepting MSAA; Ultra, finally, is intended primarily for multi-GPU owners, though of course, future single GPUs should be able to handle it fine, and those now better with future drivers. It's noted the difference between High and Ultra is far from massive -- consider it a nice bonus if you've invested in the extra gear.

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[video=youtube;4NzxFA7UOtY]http://www.youtube.com/watch?v=4NzxFA7UOtY&feature=player_embedded[/video]

---------- Post added 19/10/2011 at 04:11 PM ---------- Previous post was 17/10/2011 at 07:04 PM ----------

[video=youtube;FRqfFfuVuNE]http://www.youtube.com/watch?v=FRqfFfuVuNE&list=UUvNBXWGykQrWb7kPAn5eLUQ& feature=plcp[/video]
 
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so cool it's untrue

[video=youtube;nQR49JGySTM]http://www.youtube.com/watch?feature=player_embedded&v=nQR49JGySTM[/video]
 
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