Development Blog Update - Design of ns2_tram
Squeal_Like_A_Pig
Janitor Join Date: 2002-01-25 Member: 66Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer
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Nice work! ^^
Agreed. The concept art looks beautiful, but I don't like the finished product at all. Everything else is looking pretty cool, though.
WTB ns_nothing
Are those things in front of the hive eggs?
You got it. The squares are "tech points" which is where marines can build a Command Station and aliens can build a Hive. The circles are resource points where marines can build an Extractor and aliens can build a Harvester (identical to the resource nozzles from NS1).
I was wondering how will this playout for the aliens in a big open place like that?
Also there's some seriously heavy .jpeg compression going on here. That doesn't help, naturally.
I just saw the opening of <a href="http://www.indiedb.com" target="_blank">www.indiedb.com</a> make sure to have NS2 registerd on the list! allso for members head <a href="http://www.indiedb.com/#infowin" target="_blank">here</a> to win cash prize both for you and UWE.
hope somebody takes home the prize for us here.
What are those weird pink lumps in the background? Eggs?
i would love to see, a character walking on a VIDEO in this map
Awesome update but alas, I know the meaning of this "soon" :P
here is a close up.
<img src="http://img256.imageshack.us/img256/9153/eggsb.jpg" border="0" class="linked-image" />
Looks cool, I was just wondering if I should make things much taller yesterday, think i will now.
Two weeks perhaps?
Two weeks perhaps?<!--QuoteEnd--></div><!--QuoteEEnd-->
IRL, that would be soon. in the gaming industry soon is more like two months.
Hell yeah! for my birthday, great idea!!! :D
btw , nice friday update, the map looks nice :)
ps I'm tired of hearing soon :(
I think a lot of what makes it look less impressive is that there's not any rim-lights and it's less gritty than the conceptart. For example the hive-room you can see how the numbers are jagged and rough, while in the game they're clean white and black without any kind of impurities.
Great work still though, I really like the layout since it does seem easy to remember just by looking at it.
And I'm glad I'm earning some cash this summer so I can buy the computer that actually can run this beyond 6-7 FPS when not staring into a wall :)
I just hope that there's enough hiding spots, ceiling passages, ambushing caves and other sneaky routes for the skulks and lerk to travel. It amazes me how I still sometimes find new skulk hiding spots in old maps which I've played from the moment they were released. Last one was in ns_veil and even better example is ns_machina, where I can still find new hiding and ambush spots on weekly basis!
- Garo