M. Gill: “Hi everyone, Mark Gill here! I’m one of the map designers who has done many tasks for Chernarus, but more recently I’ve been focused on developing the new Chernarus forests for this 0.62 visual upgrade. This has been a lengthy, challenging, but also rewarding process. I will try to share some of the thought process behind the changes that were made.
With the new forest overhaul, we hope the survivor experience in DayZ will be greatly enhanced. We tried to make traveling through forests a more immersive experiance. Repetition can quickly become boring on a map of our scale, so as you traverse through forests across the map, the visuals will change at a fairly rapid pace. This was a large undertaking, but it was important to keep the visual stimuli changing in unpredictable ways.
We were able to increase the number of tree variations thanks to our talented artists to create types of forest that display different characteristics. The overall shape, size, and canopy development gives sections of forest a sense of age. These sections can vary from close spacing of younger variants. to farther spacing of older variants. There are limits to density due to the performance impact, but hopefully the amount of variables at play will keep you on your toes as you travel across the map.
Broadleaf hedgerows and forest edges now have a lower profile than in the past. This looks more natural and adds more coverage at a lower height. With this change, sections of forest are more self-contained with this “bushier” egde-line. This helps block some sight in and out of deep forest. While much thinner then reality, this balanced result is an important improvement to the visuals as well as gameplay. Moving as an individual or group in and out forest should be a more significant shift as well as hiding. While you may feel safe and hidden within deep forest sections, there is also the opposite of not knowing who may be nearby.”