Earlier this year, Chris became the first person outside of the PlayerUnknown's Battlegrounds team to set foot in the shooter's upcoming desert map. He wrote about his experiences here (look out for the magazine piece on the website tomorrow at 1pm GMT/5am PT), whereafter Brendan Greene shared four new images from the work-in-progress setting.
Now, Nvidia has posted five new desert-set shots that tease the map's sprawling planes, abandoned car-strewn thoroughfares, hidey-hole houses and multi-storey buildings.
"Oils rigs, canyon walls, towers and cranes should make for some interesting snipping, while the more dense cityscapes should intensify scavenging," says Nvidia. "The desolate landscape is sure to make for some white-knuckle final circle encounters, as there is not a lot of landscape cover when the circle tightens and forces you into open areas."
Nvidia adds that 5,000 GeForce Experience users stand to receive PUBG free-of-charge simply by using the GTX companion application—with the GPU manufacturer distributing game codes at random on November 21.
Let us know what you think of the incoming desert map in the comments below, and check out the seven new maps we'd love to see in PUBG.

Earlier this year, Brendan Greene tweeted out a few teaser images of PlayerUnknown's Battlegrounds' upcoming desert map. Ever since then, he's been drip-feeding new information to eager fans, but a lot of details are still up in the air. What new weapons will be available? Will there be an underground bunker? Can we really ride that bicycle?!
So far none of these questions have officially been answered but, thanks to the skills of some cheeky dataminers, we can now take a detailed look at the layout of the desert map, along with the models for some currently unreleased new vehicles.
This isn't the first time we've seen a map for the new desert arena though. An earlier version was uncovered by dataminers in September, and Brendan himself tweeted out his original design sketch for the desert map during this year's Gamescom.

I seem drawn to games where one map is played over and over and over until I know every corner and every brick and every tiny change feels huge. A few years ago Dota 2 moving some trees would make me flip, and now I’m stoked as Playerunknown’s Battlegrounds is adding a pond. But Plunkbat is also taking huge steps and adding whole new maps on its journey out of early access and beyond, with a desert level scheduled to hit alongside the full launch. We’ve seen screenshots and read about it before but the level has been reworked a fair bit between these fleeting glimpses, it seems. Dataminers have dug into the current test server client and pulled out a new map showing that for starters, ooh this desert is now on the coast. (more…)

PlayerUnknown's Battlegrounds' 1.0 update - that's the one with the long-promised vaulting and climbing - is out now on test servers, and dataminers have uncovered new details, including an updated desert map and a few new vehicles, within.
Battlegrounds' version 1.0 hit PC test servers earlier today, following a several-week delay, and its arrival has given eager dataminers the chance to poke around its innards in a bid to unearth previously undisclosed information - and that's precisely what they've done.
Top of the list of discoveries is an updated look at Battlegrounds' forthcoming, and highly anticipated desert map. It's the second time that a work-in-progress version of the map has been located and dissected by dataminers, but this new version offers a presumably more up-to-date - if not near-complete - look at its design.
A pair of previously-unseen vehicles—a pickup truck and a jet ski—have been dug out of the Playerunknown's Battlegrounds test code by a redditor named Art_7s. The dataminer also found a mode for a new weapon, the DP-28, a Soviet light machine gun that was introduced in the late 1920s.
They all look a little rough around the edges (and the jet ski looks like a clog with handlebars), but "these are just the raw assets without the UE4 PBR materials so they’re gonna look like crap as is," Art_7s said in the thread. "But when they’re in game they should look about the same quality as the rest of the vehicles."
The presence of assets in test code is no guarantee that they're going to see the light of day (although how PUBG Corp could take a pass on a jet ski, I have no idea) but it seems likely that they will: PUBG creative director Brendan Greene said in September that three new vehicles were in the works, including the VW microbus—which Art_7s also pulled out of the code.
Update: The post originally indicated that the DP-28 was from the 1950s. It was in fact first adopted by the Soviet military in 1928, and phased out of service in the 1960s.

When we heard reports that the Playerunknown’s Battlegrounds test patch adding climbing & vaulting also digs a pond in a woodland glade, we sent RPS wild swimming correspondent Alice O’Connor onto the test server to investigate.>
Bad news: The new pond is rubbish for swimming.
Good news: If you’re seeking somewhere for a nice walk, to sit and chat with a close friend, for a tense final battle, or to use as cover as you cross what was one a wide flat plain of certain death, it’s really quite nice. I hope more of Plunk Island is revisited and reworked like this. (more…)
Like a sandstorm looming on the horizon, preparing to throw sand in your eyes and fill your mouth with cacti and turn you into a tumbleweed (note: I have never been in a sandstorm so that depiction may not be strictly accurate) PUBG's new desert map is headed our way. But while the map should be here by year's end (we were recently teased with some new images), it's never too early to start getting impatient for the next next PUBG map.
What other settings would we like to see brought to the popular battle royale shooter? Here's a list of my dream locations.
I mean, yeah, PUBG already has a post-apocalypse vibe to it: an island stripped of its population, abandoned buildings, merciless gangs of horn-honkers, and so forth. Something apocalyptic, to some degree, has definitely happened in the world of PUBG, but it can't have been all that cataclysmic. There's still a lot of organization: there must be an entire staff arranging flights and air drops and red-zone bombings, not to mention the dozens of people who stuff the island's buildings with pristine weapons and gear and pants and who carefully park cars before a match.
I'm talking about a proper post-apocalypse, like from Mad Max. Humanity on the brink of extinction. Toxic swamps and mountains of bleached bones and pillars of oily, black smoke. A world where even a sane person would be just like, "Yeah, I'll fight 99 people for the chance at a chicken dinner, it's way better than eating the remains of this inbred mutant warlord I just beat to death with the club made from my father's femur."
Snow is cool in games, but it's usually almost entirely cosmetic. I played the Frostpunk demo recently (speaking of the post-apocalypse), and loved that the snow felt more real than in most games, even though it's a city-builder and not an FPS.
My favorite detail was the way the snow would pile in drifts, and my collection of starving, occasionally cannibalistic workers would have to push their way through it to gather coal and wood. Their shivering bodies would leave grooves through the snow behind them, which would then fill up again as more snow fell. Imagine in PUBG being able to track enemy players through footprints in the frost (as you can in battle royale game The Darwin Project), or spotting a puff of condensation rising from a bush, indicating someone is hiding there. Snow doesn't need to just be pretty, it can actually change the world it falls on.
"Verticality" gets tossed around a lot when devs talk about maps, though It's not something I myself have felt a strong desire for very often. I prefer to have my enemies aiming at me from as few directions as possible, and it's rare that I find myself thinking, "You know, instead of getting shot in the back of the head, I wish I could get shot in the top of the head."
But fine, let's do it! Let's get vertical. Screw buildings, though, they're frame rate killers: let's just rely on nature. Zhangjiajie National Forest Park in China is vertical as fuck (don't complain to me about the f-bomb, that's the park's actual tourism slogan). Throw in some of those wobbly rope-n-plank bridges, some ziplines, hang gliders, and maybe a grappling hook, and you've got yourself a beautiful and picturesque place to get shot in the top of the head.
If you're wondering on a map without buildings where you'd find all that great PUBG gear, it's simple. Bird nests.
Prepping for the end of the world is a popular pastime, and no one preps more lavishly than the super rich. Forget backyard bunkers and a few crates of canned meals, the hot ticket for people with gobs of cash is buying decommissioned missile silos that have been transformed into multi-million dollar condominiums.
This is, like, a real thing, apparently. For it to work with PUBG it would need to be a really massive silo, like something from Hugh Howey's Silo books. Instead of a circle closing from the sides, it would close from the top and bottom, forcing players onto a final, specific floor of the silo. Where will this match end? The movie theater? The gym? The nightclub? The golf course? (I assume there will be a golf course down there somewhere.)
Games have a storied history of worlds built inside rings, from Halo to Planescape to, well, Ringworld. I think some sort of space-station ringworld would be a killer place for PUBG. It being in space and all, I don't see why you couldn't walk off the edge of the ring (while wearing a space suit) and then onto to underside of it and run around down there, too. Space lets you do stuff like that.
Plus, imagine the sniping! Shooting from your location, through outer space, to hit some dude running around on another part of the ring. It also would give you a nice view of the earth during your long minutes spent hiding in a bush and waiting for everyone else to kill each other (this is how I play).
When I was a kid there was a company that made oversized items, like a giant pencils. You could buy them and put them in your house. I'm currently struggling to understand why I wanted a giant pencil in my room so much as a kid, but I definitely, definitely did. More than anything, I wanted a giant pencil. I think there's maybe some weird appeal in feeling like you've been hit by a shrink ray and all the tiny things are now huge?
It could explain rat maps. There are lots of them for CS:GO and I recall playing a few in TF2. Why not PUBG? Players would start spread all over the map of the house, fight their way through garages and bathrooms and those areas behind the wall accessed through mouse holes, for a climactic showdown on top of the bureau or under the fridge or among magazines and beer bottles on the coffee table. Winner winner simply enormous chicken dinner.
This is my dream list, so why not Skyrim? Players are dropped (from dragons) onto the map, and must loot weapons and gear (marked in red when it's considered stealing) and then are pursued by a shrinking circle of mudcrabs (or even worse, a shrinking circle of NPCs talking about mudcrabs).
Okay, maybe not actually Skyrim, but a fantasy setting would be a fun place for battle royale. Ruins are more interesting than ruined buildings. Castles are more interesting to loot than warehouses and airplane hangars. Runes carved into stone walls are better than the typical end-of-days graffiti we're used to seeing. And riding horses or wargs is better than driving cars. You can't do sick flips onto houses, but they also don't explode.

Update: The developers have extended the test for another day and added support for squad play.>
The long-promised climbing & vaulting system coming to Playerunknown’s Battlegrounds will debut on the test servers in a few short hours, developers PUBG Corp. announced today. For us in the UK it’ll be at 2am on Tuesday, or it’s tonight in America. The test period will be brief, giving only 24 hours to check it out – and only in solo mode. We’ll also get to play with Plunkbat’s updated ballistics, which will change a fair bit about how different guns work at different ranges. I am excited for a day of Plunkbat where I understand how neither movement nor shooting work. (more…)



