I still want organic and natural textures and prefabs, but I've gotten some more specific from the ns_eis concept:
circular catwalk texture (instead of straight lined) a darker (blacker) version of this texture for the rocks <img src="http://library.thinkquest.org/05aug/00461/images/bauxite.jpg" border="0" class="linked-image" /> the previous with snow coverage (blend with existing CS:S snow textures?) steel sheathing for large electrical conduits metal cornering foundation support textures frosted textures large, overhead hydraulic "airlock" doors server banks that match NS2's artistic theme <img src="http://www.xicomputer.com/images/server_stack_640_72dpi.jpg" border="0" class="linked-image" /> bubbling water textures (cooling tower radiators) silver ingots wire spools metal sheet rolls textures for robotic equipment hydraulic piston metal with specular effects new crate textures that look like they carry something useful like spare parts or packaged food rusted/corroded metal textures dynamic wall textures new light source textures (players to to feel that light sources are believe-able) complex wall textures (allowing for detailing wall geometry, yet keeping things simplified for video card memory and applying textures to the walls) lots of glue textures, PLEASE!
most of all I need WATER in all three phases:
fog (to fill a room or area with) shooting steam (as if from a nozzle or pipe burst) rising vapors/steam (as if from a radiator or from under a grate; <a href="http://en.wikipedia.org/wiki/Image:Lakeontario_steamfog_wikipedia.JPG" target="_blank">like this?</a>) frost decals icicles leaking water effects <img src="http://www.xzianthia.net/images/cloud_forest0.jpg" border="0" class="linked-image" /> <img src="http://www.xzianthia.net/images/cloud_forest1.jpg" border="0" class="linked-image" /> <img src="http://www.xzianthia.net/images/cloud_forest2.jpg" border="0" class="linked-image" />
- Space suit - Military uniform (with batches and ribbons etc) - A human corpse fastened to the wall with the claw of a fade. (We do want to scare the marines a little don't we?) - Medical equipment (syringe, first aid kit, examination table) - Bookshelf - Net for cargo (keeping it checked). - And on a side note: where is the recreation room?
<!--quoteo(post=1679589:date=May 27 2008, 10:13 PM:name=the_x5)--><div class='quotetop'>QUOTE(the_x5 @ May 27 2008, 10:13 PM) <a href="index.php?act=findpost&pid=1679589"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->most of all I need WATER in all three phases:
fog (to fill a room or area with) shooting steam (as if from a nozzle or pipe burst) rising vapors/steam (as if from a radiator or from under a grate; <a href="http://en.wikipedia.org/wiki/Image:Lakeontario_steamfog_wikipedia.JPG" target="_blank">like this?</a>) frost decals icicles leaking water effects<!--QuoteEnd--></div><!--QuoteEEnd-->
Me too. I like water, it's fun, and we can do soooo much with it.
<!--quoteo(post=1681070:date=Jun 13 2008, 09:43 AM:name=spellman23)--><div class='quotetop'>QUOTE(spellman23 @ Jun 13 2008, 09:43 AM) <a href="index.php?act=findpost&pid=1681070"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Me too. I like water, it's fun, and we can do soooo much with it.
Fog generating entity would be sweet too.<!--QuoteEnd--></div><!--QuoteEEnd--> Fog entity... as a func_env_fog? I mean it wouldn't be of much use as a point entity when the illusion you are really trying to go for is a volume effect and a distance "haze" effect. The Quake engine the original HL is based on (and consequently the current NS) does not support fog or visual distance hazing at all, and you can only fake it with a func_water.
Nothing quite says ominous like a quietly-creepy ambient sound mixed with rising steam through the grates with red-ish lighting from below.' <img src="http://www.xzianthia.net/images/smiley_evil.gif" border="0" class="linked-image" />
Please make them modular, whatever they are. The more possible ways of fitting the modules together, the better.
E.g. if you have a hand rail, make a short straight, a long straight, an interior 90 degree corner, an exterior 90 degree corner, a 1-in-2 descending straight, a 1-in-2 ascending straight, etc.
Interior design: - handrails - 'cage' panelling (the sort of thing you might see encasing a computer mainframe) - intercom panels - electrical panels (e.g. service boxes) - electrical conduits (e.g. lots of conduits one on top of the other to put along the side of a corridor) - fire/alert! button - (futuristic) fire extinguisher boxes
I know this is supposed to be prop ideas, but please also pay more than lip service to textures such as overlays. Overlays are great for pasting over repeated wall patterns to make things more asymmetric. The sort of stuff you have to leave out of tiled textures because they will make the repetition too noticeable.
Examples: - drip stains (walls, floors; these are really versatile and can be stretched onto entire exterior walls to make them look a bit different) - damp patches - acid erosion (basically a big patch that has been burnt away to reveal 'tech' stuff behind the normal exterior surface) - footprints (Marine/Kharaa) - bloodstains (or is NS2 still staying U-certificate?) - tyre tracks (I'm thinking more <a href="http://images.google.co.uk/images?source=ig&hl=en&rlz=&=&q=palette%20truck&um=1&ie=UTF-8&sa=N&tab=wi" target="_blank">palette trucks</a> than large vehicular tracks, but bigger tyre tracks might make sense in loading bay areas) - scratch marks - smoke marks - shattered glass (for floors: a few examples for 64x64, 64x128 would be fine) - signage (warning, hazard, place names e.g. Armory, arrow signs, hazard strips) - 'iced shut' frosting (for edges of doorways and windows into feezer compartments or airlocks)
<!--quoteo(post=1681843:date=Jun 23 2008, 07:12 PM:name=the_x5)--><div class='quotetop'>QUOTE(the_x5 @ Jun 23 2008, 07:12 PM) <a href="index.php?act=findpost&pid=1681843"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Fog entity... as a func_env_fog? I mean it wouldn't be of much use as a point entity when the illusion you are really trying to go for is a volume effect and a distance "haze" effect. The Quake engine the original HL is based on (and consequently the current NS) does not support fog or visual distance hazing at all, and you can only fake it with a func_water.
Nothing quite says ominous like a quietly-creepy ambient sound mixed with rising steam through the grates with red-ish lighting from below.' <img src="http://www.xzianthia.net/images/smiley_evil.gif" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, I was thinking a bit more volumetric, although fog streaming up or out of something is pretty fun, not just the steam spurts we have in HL1. The STALKER sequel has some wicked particle effects. I'm not sure how well the HL2 engine supports that kind of stuff though.
Also, support for <b>Crispy</b> reminding us to keep stuff modular and make overlays. More ease and ingenuity for the mappers. I like how some overlays have been used in NS1 as vision blockers, see co_umbra and ns_orbital.
Scary ambient places, escape routes. There has to be 100% scientific relevance, so areas near hives sites are not releveant to area between.
There is much place for conjecture, as balancing of the power shift between reaching level 2-3 could get out of hand. The most appropriate way to deal with I think is to have a switch for terrain changing circumstance could be implemented, like a gravity buttoin.
life like eggs: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=105018" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=105018</a>
Female Heavy Armor to the female character
NS1 maps that has gotten an older, battle scared feeling.
Barrles that goes boom. (i like how i said that i my head so i typed that)
Diffrent type of armor depending on the level of armor (would be nice in CO games, then you can tell what level humans are when playing alien)
Same with weapons, just something small that shows that the weapon damge is updgraded, like small change to the weapons, not mutch just a little.
bulletmarks/baitemarks(alienmarks) on aliens and humans (both should resive both shot/bite marks where FriendlyFfire is on., with alien blood/human blood and option to turn off.
Ragdoll
Use scope on rifle for better acc, but just a slite zoom. Something i think was in NS or it was something i hope that would be added.
Spwan protection that can be resurced by commander that give player 3-5sec of protection.
I didn't read through everyone elses so if some one already said it I argee
Some f###ing new marine models (pardon my french) like in counter strike were it gives you 3-4 choices at the start. or maby one big model package some custom server admin models.
<!--quoteo(post=1691828:date=Oct 30 2008, 01:59 PM:name=ghost in the shell)--><div class='quotetop'>QUOTE(ghost in the shell @ Oct 30 2008, 01:59 PM) <a href="index.php?act=findpost&pid=1691828"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I didn't read through everyone elses so if some one already said it I argee
Some f###ing new marine models (pardon my french) like in counter strike were it gives you 3-4 choices at the start. or maby one big model package some custom server admin models.<!--QuoteEnd--></div><!--QuoteEEnd-->
yeah like CS where you can pick to male or female.. it would give the game something of mixed genders..
EDIT:
I would love to see a painted pink or purple heart on the female model, maybe on the left arm (i like left, doh im right handed)
<!--quoteo(post=1691974:date=Oct 31 2008, 10:54 PM:name=NeXuZ)--><div class='quotetop'>QUOTE(NeXuZ @ Oct 31 2008, 10:54 PM) <a href="index.php?act=findpost&pid=1691974"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->yeah like CS where you can pick to male or female..<!--QuoteEnd--></div><!--QuoteEEnd-->
You know there are no female player models in any of the 3 different versions of CS, right?
slayer20Killed a man once.Join Date: 2007-12-13Member: 63157Members, Reinforced - Shadow
<!--quoteo(post=1697653:date=Jan 14 2009, 04:14 AM:name=marks)--><div class='quotetop'>QUOTE(marks @ Jan 14 2009, 04:14 AM) <a href="index.php?act=findpost&pid=1697653"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You know there are no female player models in any of the 3 different versions of CS, right?<!--QuoteEnd--></div><!--QuoteEEnd-->
Unless you download custom female player models on fpsbanana or whatever...but then you can't use the male version of the model unless you delete/move the other model.
Different models and customization ON both aliens and marines would be nice. To be able to put sum tags on the marine uniform, small color changes and stuff. And that same with the aliens, some colorshemes to pick from, an alien tatoo or scar mark to differentiate you from the rest of the pack!
Some rooms that makes the map seem humanlike. Cantinas, bedrooms, showers, storage facilities.
And the exploding barrels sound fun. And maybe some toxic waste barrels, instead of exploding the burst and leak toxic waste and fumes. Which would make you loose health. You could also have tube and pipes that ou could brake, blow up or other which would leak gasses, fumes and toxic waste. I always imagine alot of toxic waste in the spce futere, meh, go figure...!
hookeyedJoin Date: 2007-08-26Member: 62011Members, Squad Five Blue
maybe a helmet with a broken visor. empty HA with some wear and tear. a huge variety of claw and bite mark decals. chemical warning labels. some cool glass textures, maybe. something black with glare. stray cables of varied diameter. I dunno about actual dead bodies. something about the hazard suits on xen left a big impression on me. cold and empty, but still human. water concept's good. I'd like to get my hands on some freezer concepts.. as well as the organic components, sorta reminiscent of Biodome.
A heart inside a hidden room that is on a lil' pillow and it says written in blood under it "The heart is the heart of the house, if you curse the heart you curse the house"
Ya know, some aliens hooked up to containers with cords and tubes connecting them with the tank. Also, plants and stuff... lots of them... and some rocks too. Perhaps spaceship drop-pod props for marines to start in or something and other 'points of origin' sorts of props.
ns_blocky <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> the heaven of all things generic and square aka: crates
What would truly be nice is a tool that lets us map makers create generic assets for our maps similar to Spore, and have all the instructions bound in the map file.
Signs -- LOTS of them. Different sizes - Little warning signs, decals, big overhead signs Different shapes - Square, Horizontal rectangle, vertical rectangle Style - some with only images, some with text, some with both. Content - some related to Frontiersman/Kharra specific stuff, some not
I want to mention specifically to have all numbers, and English (and other language if possible) letters, hopefully in a few different fonts.
Side request, if you build support in the game to optionally allow a texture to be overlayed with a specified "position, font, size, rotation, and text", it would be easier to customize signs. Hopefully, you are going to create one or two semi-standard "Frontiersman" fonts that could be used throughout the game.
Personally, a lot of maps we play on in NS1 alone feel vaguely human, I wish to see altruism in NS2 ... so as the Kharaa I can breach it to shreds or as a Marine accept fun with it architecture an impromtu barricade - that with any luck will get destroyed by an Onos charging.
<!--quoteo(post=1651746:date=Sep 24 2007, 09:28 PM:name=MasterPTG)--><div class='quotetop'>QUOTE (MasterPTG @ Sep 24 2007, 09:28 PM) <a href="index.php?act=findpost&pid=1651746"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->-a US flag
-a few US coins<!--QuoteEnd--></div><!--QuoteEEnd-->
Please, no real-life flags. I think coins might work but I'd rather have the game have generic coins and generic spacemarine/frontiersmen flags rather than "omg lol USFlag patriotism" which would just bug the hell out of me. Likewise any other realworld country should probably be left out of the props department. Otherwise you should probably plaster the flag over all marine property.
I don't want to see much collisional content in NS2. The more things I bump in to in NS, the angrier I get. I think everyone hates "blocking." The models/prefabs I would like would be lots of glass and lights. Things that would make my shooting of aliens and my chomping of marines as beautiful as possible.
Comments
I still want organic and natural textures and prefabs, but I've gotten some more specific from the ns_eis concept:
circular catwalk texture (instead of straight lined)
a darker (blacker) version of this texture for the rocks
<img src="http://library.thinkquest.org/05aug/00461/images/bauxite.jpg" border="0" class="linked-image" />
the previous with snow coverage (blend with existing CS:S snow textures?)
steel sheathing for large electrical conduits
metal cornering
foundation support textures
frosted textures
large, overhead hydraulic "airlock" doors
server banks that match NS2's artistic theme
<img src="http://www.xicomputer.com/images/server_stack_640_72dpi.jpg" border="0" class="linked-image" />
bubbling water textures (cooling tower radiators)
silver ingots
wire spools
metal sheet rolls
textures for robotic equipment
hydraulic piston metal with specular effects
new crate textures that look like they carry something useful like spare parts or packaged food
rusted/corroded metal textures
dynamic wall textures
new light source textures (players to to feel that light sources are believe-able)
complex wall textures (allowing for detailing wall geometry, yet keeping things simplified for video card memory and applying textures to the walls)
lots of glue textures, PLEASE!
most of all I need WATER in all three phases:
fog (to fill a room or area with)
shooting steam (as if from a nozzle or pipe burst)
rising vapors/steam (as if from a radiator or from under a grate; <a href="http://en.wikipedia.org/wiki/Image:Lakeontario_steamfog_wikipedia.JPG" target="_blank">like this?</a>)
frost decals
icicles
leaking water effects
<img src="http://www.xzianthia.net/images/cloud_forest0.jpg" border="0" class="linked-image" />
<img src="http://www.xzianthia.net/images/cloud_forest1.jpg" border="0" class="linked-image" />
<img src="http://www.xzianthia.net/images/cloud_forest2.jpg" border="0" class="linked-image" />
- Space suit
- Military uniform (with batches and ribbons etc)
- A human corpse fastened to the wall with the claw of a fade. (We do want to scare the marines a little don't we?)
- Medical equipment (syringe, first aid kit, examination table)
- Bookshelf
- Net for cargo (keeping it checked).
- And on a side note: where is the recreation room?
fog (to fill a room or area with)
shooting steam (as if from a nozzle or pipe burst)
rising vapors/steam (as if from a radiator or from under a grate; <a href="http://en.wikipedia.org/wiki/Image:Lakeontario_steamfog_wikipedia.JPG" target="_blank">like this?</a>)
frost decals
icicles
leaking water effects<!--QuoteEnd--></div><!--QuoteEEnd-->
Me too. I like water, it's fun, and we can do soooo much with it.
Fog generating entity would be sweet too.
Fog generating entity would be sweet too.<!--QuoteEnd--></div><!--QuoteEEnd-->
Fog entity... as a func_env_fog? I mean it wouldn't be of much use as a point entity when the illusion you are really trying to go for is a volume effect and a distance "haze" effect. The Quake engine the original HL is based on (and consequently the current NS) does not support fog or visual distance hazing at all, and you can only fake it with a func_water.
Nothing quite says ominous like a quietly-creepy ambient sound mixed with rising steam through the grates with red-ish lighting from below.'
<img src="http://www.xzianthia.net/images/smiley_evil.gif" border="0" class="linked-image" />
E.g. if you have a hand rail, make a short straight, a long straight, an interior 90 degree corner, an exterior 90 degree corner, a 1-in-2 descending straight, a 1-in-2 ascending straight, etc.
Interior design:
- handrails
- 'cage' panelling (the sort of thing you might see encasing a computer mainframe)
- intercom panels
- electrical panels (e.g. service boxes)
- electrical conduits (e.g. lots of conduits one on top of the other to put along the side of a corridor)
- fire/alert! button
- (futuristic) fire extinguisher boxes
Misc:
- step ladders
- loading bay equipment
- (futuristic) toolboxes
- (futuristic) maintenance tools
---
I know this is supposed to be prop ideas, but please also pay more than lip service to textures such as overlays. Overlays are great for pasting over repeated wall patterns to make things more asymmetric. The sort of stuff you have to leave out of tiled textures because they will make the repetition too noticeable.
Examples:
- drip stains (walls, floors; these are really versatile and can be stretched onto entire exterior walls to make them look a bit different)
- damp patches
- acid erosion (basically a big patch that has been burnt away to reveal 'tech' stuff behind the normal exterior surface)
- footprints (Marine/Kharaa)
- bloodstains (or is NS2 still staying U-certificate?)
- tyre tracks (I'm thinking more <a href="http://images.google.co.uk/images?source=ig&hl=en&rlz=&=&q=palette%20truck&um=1&ie=UTF-8&sa=N&tab=wi" target="_blank">palette trucks</a> than large vehicular tracks, but bigger tyre tracks might make sense in loading bay areas)
- scratch marks
- smoke marks
- shattered glass (for floors: a few examples for 64x64, 64x128 would be fine)
- signage (warning, hazard, place names e.g. Armory, arrow signs, hazard strips)
- 'iced shut' frosting (for edges of doorways and windows into feezer compartments or airlocks)
Nothing quite says ominous like a quietly-creepy ambient sound mixed with rising steam through the grates with red-ish lighting from below.'
<img src="http://www.xzianthia.net/images/smiley_evil.gif" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, I was thinking a bit more volumetric, although fog streaming up or out of something is pretty fun, not just the steam spurts we have in HL1. The STALKER sequel has some wicked particle effects. I'm not sure how well the HL2 engine supports that kind of stuff though.
Also, support for <b>Crispy</b> reminding us to keep stuff modular and make overlays. More ease and ingenuity for the mappers. I like how some overlays have been used in NS1 as vision blockers, see co_umbra and ns_orbital.
There is much place for conjecture, as balancing of the power shift between reaching level 2-3 could get out of hand. The most appropriate way to deal with I think is to have a switch for terrain changing circumstance could be implemented, like a gravity buttoin.
life like eggs:
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=105018" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=105018</a>
Female Heavy Armor to the female character
NS1 maps that has gotten an older, battle scared feeling.
Barrles that goes boom. (i like how i said that i my head so i typed that)
Diffrent type of armor depending on the level of armor (would be nice in CO games, then you can tell what level humans are when playing alien)
Same with weapons, just something small that shows that the weapon damge is updgraded, like small change to the weapons, not mutch just a little.
bulletmarks/baitemarks(alienmarks) on aliens and humans (both should resive both shot/bite marks where FriendlyFfire is on., with alien blood/human blood and option to turn off.
Ragdoll
Use scope on rifle for better acc, but just a slite zoom. Something i think was in NS or it was something i hope that would be added.
Spwan protection that can be resurced by commander that give player 3-5sec of protection.
Lamps an be shoot at and everthing goes dark.
Glass breakes in a like style as in Source.
Easter eggs from NS1 and other
Clan logons on human arms, tactoo on aliens??
Some f###ing new marine models (pardon my french)
like in counter strike were it gives you 3-4 choices at the start.
or maby one big model package some custom server admin models.
Some f###ing new marine models (pardon my french)
like in counter strike were it gives you 3-4 choices at the start.
or maby one big model package some custom server admin models.<!--QuoteEnd--></div><!--QuoteEEnd-->
yeah like CS where you can pick to male or female.. it would give the game something of mixed genders..
EDIT:
I would love to see a painted pink or purple heart on the female model, maybe on the left arm (i like left, doh im right handed)
You know there are no female player models in any of the 3 different versions of CS, right?
Unless you download custom female player models on fpsbanana or whatever...but then you can't use the male version of the model unless you delete/move the other model.
Some rooms that makes the map seem humanlike. Cantinas, bedrooms, showers, storage facilities.
And the exploding barrels sound fun. And maybe some toxic waste barrels, instead of exploding the burst and leak toxic waste and fumes. Which would make you loose health. You could also have tube and pipes that ou could brake, blow up or other which would leak gasses, fumes and toxic waste. I always imagine alot of toxic waste in the spce futere, meh, go figure...!
stray cables of varied diameter.
I dunno about actual dead bodies. something about the hazard suits on xen left a big impression on me. cold and empty, but still human.
water concept's good. I'd like to get my hands on some freezer concepts.. as well as the organic components, sorta reminiscent of Biodome.
Used ammopacks
sandbags ?
weird alien plants
AND <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Some Pop! Soda! can & Alien poop... <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
- mousepads, mice, keyboards (for personal areas)
- toilet roll
- cellotape rolls
- dumbells (weights - marines gotta work out?)
- cigarette box (make it futuristic? metal?)
- condoms
- money (currency)
Science areas:
- pipettes (google micropipettes)
- microscropes
- glass slides
- papers
- GDA's
- test-tubes
- lamps
- sinks
- gloves (plastic gloves) - maybe do one version blood covered
- power cells (like batteries <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />)
Engineering areas:
- spanners, wrenches
- some kind of futuristic drill
- broken panels
- broken turrets/siege parts
- gloves (rubber)
- nails and nuts
- broken welder
- wires
Cargo areas:
- wheels
- broken boxes/crates
- crate lids
- bolts and nuts
Hive areas:
- glowing dust on the floor
- slime covered objects such as paper
Command Areas:
- wires
- GDA's
- computer screens
ect...
And for jokes a Tuxedo suite
the heaven of all things generic and square aka: crates
I liked the ZP one better than the CS 1.6
-Hooks
-crane pulley
-crane cables
-vents, pipes
-hydralic stuff
-window frames
-metal beams
-door frames
-crane hooks
-handrails and lots of them!
-lamps (hanging from ceiling, wall lamps, long lamps etc.)
-maybe some stairs
Those are things that bring detail and are used for measurement.
Different sizes - Little warning signs, decals, big overhead signs
Different shapes - Square, Horizontal rectangle, vertical rectangle
Style - some with only images, some with text, some with both.
Content - some related to Frontiersman/Kharra specific stuff, some not
I want to mention specifically to have all numbers, and English (and other language if possible) letters, hopefully in a few different fonts.
Side request, if you build support in the game to optionally allow a texture to be overlayed with a specified "position, font, size, rotation, and text", it would be easier to customize signs. Hopefully, you are going to create one or two semi-standard "Frontiersman" fonts that could be used throughout the game.
_________________
<a href="http://www.vending.com" target="_blank">Vending machine</a>
The things I can never get right.
-a few US coins<!--QuoteEnd--></div><!--QuoteEEnd-->
Please, no real-life flags. I think coins might work but I'd rather have the game have generic coins and generic spacemarine/frontiersmen flags rather than "omg lol USFlag patriotism" which would just bug the hell out of me. Likewise any other realworld country should probably be left out of the props department. Otherwise you should probably plaster the flag over all marine property.
Don't have any real suggestions of my own though.