Natural Selection 2 News Update - Friday Update - The Pistol and Axe
Max
Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
Comments
Axes work differently in the future.
Personally I'd go with slanted barrel vents, for aesthetic consistency, but it's just a nitpick
<img src="http://content.screencast.com/users/mattemuse/folders/Jing/media/835f07a2-8b50-45b4-8e25-6350a4a382ce/2010-03-05_1902.png" border="0" class="linked-image" />
Once we've fixed some bugs we'll expand beyond our initial group of testers.
Axe seems like its trying a little hard, but its still cool to see that kind of attention to detail.
Where is the engine test? ;) (edit- thanks for the update max)
Awesome thanks for the update!
I like both the pistol and the axe.
Oh and...
<!--quoteo(post=1723665:date=Aug 19 2009, 04:56 PM:name=juice)--><div class='quotetop'>QUOTE (juice @ Aug 19 2009, 04:56 PM) <a href="index.php?act=findpost&pid=1723665"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->6 with grip of 7<!--QuoteEnd--></div><!--QuoteEEnd-->mWAHAHa
Ah well, cool looking pistol, wasn't sure about the axe but the in game screenshot is pretty cool.
Or does it just look different?
Have to agree with the comment on slanted vents though.
ah, alfa.. in my experience "some bugs" can take a loooooot longer to fix then expected.
but i take this as the alfa release wont be an "Friday update" .
F5 24/7 from now then :D
Was expecting the pistol to have more TSA green painted on it though!
Otherwise, the pistol is awesome. I want to have sex with it.
anyways i like both pistol and axe, they are looking great, no negative feedback from me.
But why wait to get to the playtesting for us mappers. All that we need is to have a comm chair, a info-player start and be able to get in to our maps environments to see if all parts of our maps work correct, such as veiw down from cc and ladders, vents , stairs etc. Also to see scale of rooms.
We may be wasting alot of our time otherwise.
But nice work so far lets play soon!
will you please send out mails when this happens?
( this will save us a lot of time, and save on your bandwith :P )
The name reminds me of this Quechua "2 seconds" tent:
<img src="http://images.quebarato.com.br/photos/big/B/A/1748BA_2.jpg" border="0" class="linked-image" />
The curvature on normal axes are there to facilitate easy removal when it is lodged in tree etc. Having it straight means it gets stuck more often than not. Especially if you've lodged it in the bone plate of an onoses skull and he is looking angrily at you as you try in vain to remove your axe.
But I realize at this point with the model finalized, it would be a pain to modify it to have some curvature, but despite that I figured I'd make a quick modified mockup of how it could look and here it is:
<img src="http://img684.imageshack.us/img684/9692/ns2axecurvedmockup.jpg" border="0" class="linked-image" />
To be honest that added curvature makes all the difference at least in my case. Giving it that added tomahawk feel and look.
<img src="http://www.madmaxmodels.com/images/sawbladeaxe1.jpg" border="0" class="linked-image" />
but seriously, everything looks amazing. Love the way the axe came out.
his version of the axe looking better
please rerender it like that
Mega
To be honest that added curvature makes all the difference at least in my case. Giving it that added tomahawk feel and look.<!--QuoteEnd--></div><!--QuoteEEnd-->
Such a subtle change, but it brought this concept art from "ehh" for me to "love it".
The field manual copy you guys provided is well done and helps both explain and place the axe within the NS2 environment. The pistol, revealed last week, looks fantastic. The axe... well... um...
I have to admit feeling a wee bit guilty airing my criticism as I've been eagerly anticipating and enjoying all of the glimpses of the NS2 to come, and I prefer to reserve judgement until we all have the game in our hot little hands. This is the first time a game element has been presented as in a near-finished state that just felt a little... wrong... to me. The axe simply doesn't <i>look</i> sharp. At first glance it doesn't look like it will necessarily be able to inflict that much damage to an armoured alien. Simliarly to how you realized that a mo'capped actor isn't going to necessarily give you the appearance of realism, I think the current look of the axe doesn't lend itself to the appearance of violence it's supposed to be able to dole out. I don't think that major modification is needed to add an appropriate amount of menace to the axe model, but a few tweaks could make a world of difference. I really don't care if the axe looks "realistic" or not as I'm fully aware that we're all discussing a <i>game</i> that takes place in the <i>future</i> in <i>space</i>, I just want to see it look appropriate within the future space game context.