Summoner's Rift Detailed Art Feedback

RiotRiotForScience·9/30/2014, 2:47:53 AM·15 votes·38,111 views

This discussion is intended as a repository for any feedback you may have about Summoner's Rift, including feedback about upcoming visual updates.

It is the heir of the thread that was previously located here http://forums.na.leagueoflegends.com/board/showthread.php?t=3717689&page=59

I cannot promise to implement every piece of feedback or even respond to each post, but any piece of feedback on this thread will be read and considered by a member of the Environment Art team. If you have a critique and you want to guarantee that it is going to be heard, this is the place to put it.

I am really excited to hear your input!

108 Comments

Cameron Woof9/30/2014, 12:19:47 PM16 votes

I find that tower attack particles are very small on the new Summoner's Rift. I get that you want to clean up the visuals, but these are incredibly important to be able to see. Perhaps it would be good if these particles got larger as the tower continued firing? Anything to better communicate "Yo, this thing is dangerous and has its sights set on your buddy."

Sweetie Brella9/30/2014, 3:23:19 AM9 votes

I have just three words for you:

Needs moar Poro.

Okay, one more thing. Why does the "river" still look like two oversized puddles, and not, you know, like an actual river.

chriserit9/30/2014, 9:49:39 AM7 votes

I was just thinking about the dragon place .... I saw a lot of tree there; what about burn some of them? or just place some fire in this place?

for example with the gromp you added some purple mushrooms and this was great... just do the same with dragon

same with baron some green acid would be awesome

about the wolf camp (in blue side) I rly don't like their animation (all three of them jumping out from the hole) what about let the big wolf come slowly from the center then howl and the other two little wolf come from the sides (from where there are the 2 tree)

Coffee Ray Gun10/2/2014, 1:00:36 AM6 votes

I don't know if this has already been addressed, but how about a minion spawning animation? All the jungle monsters have animations but not the poor minions ;-;.

The nexus looks bottomless, so what about ramps that the minions walk up and then they exit out little automatic sliding doors.

RiotNightblueArt9/30/2014, 5:07:54 AM5 votes

Hi there! I'm an environment artist on Update to Summoner's Rift and I'm looking forward to seeing more of your feedback :)

Cameron Woof9/30/2014, 2:26:13 PM5 votes

The last piece of feedback I have is that I really like that the minions are getting different weapons to match their "home teams." However, the way they use these weapons should be different, too. The current animation looks great for Red. The style is flowy; there's lots of circular motion, befitting their theme. Each swing leads into the next. It's graceful, and almost artistic.

I feel like Blue's minions should have a different animation. Something more rugged. Purposeful, powerful strikes, each one its own movement. Give their weapons some heft and weight, really give the impression (if you want to look that closely) that these minions represent very different teams.

RiotRiot JxE9/30/2014, 4:08:32 AM4 votes

Hey all, just wanted to say I'm reading this as well and excited to get your feedback. If you have general feedback unrelated to SR please post here:

http://boards.na.leagueoflegends.com/en/c/story-art/7FcuIdXR-art-feedback-mega-thread

Critkeeper10/3/2014, 9:18:25 PM4 votes

On some computers at 2560 x 1440 if you scroll all the way up to the top left of the map the data rendered and sent to the monitor may be clipped by a small triangle in the top left of the screen about the same size as a minion. My guess is that the frustrum used to cull the view area isn't quite wide enough. Sometimes it will persist even if you scroll down across the left edge of the map but will shrink while that is happening, gradually disappearing into the top left area of the map, which supports the theory.

AkinolaGG9/30/2014, 6:09:27 PM4 votes

-I think it's very important to be able to tell missile size of the turret apart from other attacks. I like how it is on minions, very minimalistic, but when a teamfight breaks out it can be very difficult to see. A giant pink ball was always easy to see who was the focus (in addition to the laser) so if there is any way you can bring more focus to it without compromising your design targets, it would help in the overall redesign of the map.

-shadows are very inconsistent and overall amorphous on the new map. It just looks like grease, even on very high. Is this intended or something you will be smoothing out?

Other than that, the map is coming together nicely imo and I'm excited for it to come to live. Playing on the current SR feels dated compared to the new map!

LuisCypher9/30/2014, 7:31:03 PM3 votes

What I like best about the update: South red jungle. Beautiful! The green and warm colors are such a pleasure to look at, almost like a painting!

What I like: Lanes, bases and north side red jungle. Looks very nice.

What I don’t like: • River: The water looks a bit too green. Would prefer a lighter blue. • East side blue jungle: Still a bit too dark and cold, especially around Blue Buff and Gromp. But it’s much better with the new textures already.

What I really dislike: The west side blue jungle. All the brown-grey and dark blue is heavy and depressing. I would prefer a lighter blue like the glowing stones in the east side jungle.

So, overall I’d the map to look closer to the south side red jungle. I understand that you guys want to make each jungle quadrant unique. However, I feel that the look of blue jungles feels a bit “forced” and unnatural. I think that a map that is pleasant to the eye is more important than distinct jungle quadrants.

Azteryz9/30/2014, 5:14:43 AM3 votes

Why did you get rid of dragons new attack (the laser) even tho it made drag a little harder to take down i still felt like it made its title as an EPIC monster fit

Marsmonkey9/30/2014, 10:48:31 PM3 votes

This is more of a question but I would also want to offer you feedback about the environmental relevant parts of the map (I hope this sentence makes sense).

I was wondering why you decided to make the top left corner really exiting with the vista of the grand valley below the Rift and left the bottom right corner pretty empty with nothing interesting to see there but a little stream down the rifts cracks?

Are you having plans to make the bottom right corner part of the map more interesting/relevant? If not, what is the reason behind that decision?

Thanks!

logique10/2/2014, 11:16:17 PM3 votes

Could you guys post new fly bys of the summoner's rift after major updates? No need for a voice over, its helpful for those of us that don't have access and can still offer input without relying on a stream or misconceptions.

SolidPooh10/18/2014, 10:10:24 PM2 votes

I've been playing each update since around 4.15 and I have to say that with every single update, SR gets more beautiful!

I know there's still work to be done but I noticed that some areas are more focused on than others.

I'll go through the map tomorrow and screen shot areas that feel empty in comparison to other visual masterpieces to post on this thread.

I also support the river concept stated somewhere here about "sewer ducks under lane", and a quick question, will water remain static or will we see our champions feet submerged?

^^ answered elsewhere in this thread

as of now in my build, everything walks upon it as if we were all jesus. ty!

gj

BigRaims10/2/2014, 2:23:42 AM2 votes

I believe with the whole clarity design aspect of the new SR and Riot all together it is important to be able to see the full extend of floor based abilities such as Amumu's Despair, or Morgana's Tormented Soil; where the ability lays flat on the ground. I have noticed that on ramps (e.g. moving anywhere from any part of the river, or on the stairs from the inhibitor turrets) these floor based abilities are only seen on the actual dirt ground of the map and not on these ramps. I do understand that it would look very strange but it would be much more clear to make these abilities visible on the ramps. I don't know if this is a problem that still exists on the new SR, because I don't have a PBE account. Anyways, that's all I have on the Summoner's Rift. Thanks for reading!

Sweetie Brella10/2/2014, 6:46:24 PM2 votes

I don't know if this counts as SR artwork, but could you update the icons for monster buffs (Ancient Golem, Elder Lizard, and Exalted with Baron Nashor). They're really starting to show their age, especially as Baron Buff is a copy paste of Null Sphere.

Marsmonkey10/25/2014, 12:18:51 PM2 votes

So here is something that has been bothering me for a while so I'll leave you my feedback about it here. I'ts about the grass in the dragon pit, I'll give you a screenshot for clarity.

What bothers me is that there is grass growing against the wall of the dragon pit which is filled with water. I find it difficult to believe that regular grass would grow under water. But that's not the only thing that doesn't make sense about the grass being in that spot. Lets say that it is possible for regular grass to grow under the water, why does it grow on a stony surface? For all I know grass mainly grows on dirt or sand in some circumstances but never on a solid rock surface where the dragon pit is apparently made of.

It would make more sense if there was some moss growing there like on the rest of the stone wall.

Ososorii10/3/2014, 7:03:17 AM2 votes

I think you guys are doing great with the new map but I have a few suggestions.

1.) I don't know if I need to get my eyes checked but it seems that the texture quality has been lowered since the last SR update. I know you guys are probably doing this for optimization purposes (if this is not intentional, excuse me.) but is it possible that for the people who have high-end gaming PC's we can possibly have like some sort of high definition texture option, for example adding another tab under "Environment Quality" like "Ultra" after "Very High".

2.) It seems that a lot of the background art like the cliffs and hills seem to be low resolution and stretched out.)

3.) I think you guys should revert the spawning platforms to the ones you showed to us in the reveal video. I just think it looks a bit bland. It's the first thing you see in-game I think it should look a bit more spectacular. It doesn't affect game play either way so like having a lot of detail on it does not remove/distract from game play experience.

4.) Some of the grassy rocks don't seem to blend correctly (I'll show a picture of it)

P.S* I don't really know if most of the things in the current version of SR are actually meant to be like that but I think it can be improved on if it is. Great job on it though. :) *

EDIT: 1 I tried to combine as many screenshots together but I don't think the screenshot of the background with he cliffs does justice since the image is resized to a small amount, it doesn't look as bad. (Just look at in-game as of 10/3/2014 3:00AM EST

Marsmonkey10/9/2014, 6:26:00 PM2 votes

So I noticed how every jungle is home to a type of critters of their own, if I remember it right it was antler mouses in top left, lizards in top right, snails in bot left and frogs in the bot right jungle.

I think that individual critters should have diverse colors so each critter is unique in color. That way they wont look like they are copy pasted all over the jungles. I'ts weird to see the same red lizard or same green frog everywhere.

There are also some awkward placed critters, it may be unintentional but I'll point some out as an example. There is an antler mouse standing right in the middle of wolf camp, should make more sense if it was on the wolf camp rock or something, There are also two antler mouses standing next to the turret in the blue base, I have the feeling they should be on or close next to that rock thingy under top left jungle in the blue base.

Anyways I also wanted to congratulate you guys for your hard work, the latest SR VU update is amazing. I love the textures and colors that bring everything to life. I love the little Ester eggs you're implementing, like the philosopher stone and Dragon?/Baron? eggs in that hollow tree trunk, and all the playground you left open for more of these little Easter eggs. I love the subtle visual effects, like the purple energy coming from the baron hole, the red energy coming from deep down the razor beak's nests. The river looks freaking awesome with those floating plants, streams and dragonflies and I see You've also fixed those "first asset" flowers in the lanes!

I can see that you are still working on a lot of things on the Rift but it is already insanely awesome!

Great job SR VU team!

logique9/30/2014, 6:30:31 PM2 votes

I'm not satisfied with the way the river looks. It looks flat, like a painting and not an actual stream. I don't know if color changes for depth will help or animations for champions interacting with the river or edge changes where river meets land will help.

Desçent9/30/2014, 12:32:08 PM1 votes

Though I may be coming in late for this thread, viewing some previous comments and responses I just wanted to find out more information on the new towers.

-How they appear inactive, how they appear while firing.

-Any visual changes when damage is inflicted in comparison to when they are full HP.

-Other information available I can analyze on this topic or any other visual update references.

Best Regards, Josh AKA Floozy Proud Contributor Graves

Itzon9/30/2014, 6:32:46 PM1 votes

Just a question, why do the jungle monsters have to be mirrors of each other? Couldn't we have unique monsters on each side of the map? Maybe instead of wolves on one side maybe instead we get saber-tigers or instead of golems on one side we have the Azure Stoneback Turtles that gives you the same blue buff?