ARK: Survival Evolved

ARK: Survival Evolved

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JDWetwork Jun 27, 2015 @ 10:25am
Developer secrets and Easter eggs and my theory about 2 other maps.
Okay, I was looking at the ARK logo in game last night while waiting to join my server. The animation of the logo in the background either has a very well hidden secret or I'm pushing to hard to have the dots connect.

Let's have a look at said logo real quick:
http://steamcommunity.com/sharedfiles/filedetails/?id=469988159

I tried to take the SS at the exact moment I thought was special. If you look on the left side "A" letter you see some symbols there. A triangle, square and circle. They're linked together by another circle. Noticed screenshot shows the triangles corners are glowing and the square is glowing as well. Take note of the rotation of triangle also.

Let's add some more details in the mix:

http://hydra-media.cursecdn.com/ark.gamepedia.com/7/7e/Small_Map.jpg?version=239503ae4e06ef6f3a166c9f534b0ded

A detailed map of the current ARK. Red, Blue and Green tower form a triangle everyone knows this. But did you notice the rotation of the triangle is the same(exactly am I right?) as on the logo? Starting piece together what my theory is yet?

So here is the full theory currently:
I believe this game was very much rushed out to meet a deadline for Jurassic World and all the Dino hype behind it. Artwork always tends to comes first in any game project. It also almost always reflects the developers true intent or the finished game. I think the etching on the logo tells us there will be 2 more official ARK maps. That is if they don't connect them all into one big map!!! The UE4 map size is very large and we already have a MOD map that is huge. I think developers/art guys secretly put the etching on the ARK logo as easter egg pointing out that the full game with be released with 2 more islands on one large map!!! And we may even see another island in EA preview!

Also for anyone say UE4 cant support a map of this size please read this thread fully:
https://forums.unrealengine.com/showthread.php?304-Which-is-the-largest-maximum-size-of-land

One comment stands out to me:
Originally posted by jbjhjm:
1000km? m? grid size?
You'll need to split really large maps into several landscape objects which can then be streamed by using different levels...

I think they may already do this for the cave systems hence the lag/sticking when you enter/exit them most the time. So how much harder to add 2 other islands?
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So what you guy think anyone found any other clues? Wait I just thought of one final detail. Player limit VS Maps current size. Currently the map is huge but you can't walk more than 50m without finding a base. We have 3 bases around ours they're very close. You can only spread out so far in this map it must be clear by now that either 70 players is too many for the map size or the final map size will be much larger. Not crying about the map size either I like but I can't get past thinking the developers are planning a much bigger map!

I'll be updating this post with any info I find or is shared in here.

So what you think find anything cool yet?
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GeekyGek Jun 27, 2015 @ 10:32am 
Originally posted by SuperDave937:
I think they may already do this for the cave systems hence the lag/sticking when you enter/exit them most the time. So how much harder to add 2 other islands?

the lag is from the lighting effects and how they are blocking the world light for the inside of the cave, you can look and see the method used simply by going into single player and using the ghost cheat to fly through the stone near a cave. I've used this method in other engines to block world light myself. When the snakes load for the cave as well it can cause abit of a hickup (pause) as well.
JDWetwork Jun 27, 2015 @ 10:40am 
Originally posted by caleb68:
Originally posted by SuperDave937:
I think they may already do this for the cave systems hence the lag/sticking when you enter/exit them most the time. So how much harder to add 2 other islands?

the lag is from the lighting effects and how they are blocking the world light for the inside of the cave, you can look and see the method used simply by going into single player and using the ghost cheat to fly through the stone near a cave. I've used this method in other engines to block world light myself. When the snakes load for the cave as well it can cause abit of a hickup (pause) as well.

Good point. No matter UE4 world stream is top notch from what i've read.
JDWetwork Jun 27, 2015 @ 11:34am 
Hooray for bumping
JDWetwork Jun 28, 2015 @ 8:54am 
bumpo
JDWetwork Jul 9, 2015 @ 11:54am 
Found some new info:
http://steamcommunity.com/app/346110/discussions/0/530646715635880409/

this comment stands for basically comfirming what I guessed.

Survivor, [Pyou] Mr Gob asks, “Are you going to improve the aquatic part of the game?”

Answer:

Definitely! The ARK is a giant continental island surrounding by a vast ocean and other isles. The aquatic part of the game plays a very important part and definitely has a role in ARK. You will see it improve and change over the course of the early access period in the form of an expanded Ocean that leads to other smaller Islands further out, along with more Ocean-specific resources and aquatic cave entrances and creatures!
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Date Posted: Jun 27, 2015 @ 10:25am
Posts: 5