Ns_hera new cliff look

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Comments

  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    Good job Merkaba, I wonder how you got the inspiration to make that landing pad... <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
    You already know my opinions, was wondering if I could get that blown up 1280 res one I was asking for?
  • chalupamonkchalupamonk sky h4x0r Join Date: 2002-02-19 Member: 227Members, NS1 Playtester
    Are those rotating brush lights around the resource node?  

    Joy.   <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    Thoser 4 red lines aroudn the resource node start from the out outside of the circle and travel into the middle. I think there may be some white in the middle of it too. They dont circle, just "pulse" towards the middle. (or away, havent seen it in action) <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • ElowindElowind Join Date: 2002-03-06 Member: 279Members
    i like it better with this pad, it gives it a awsome looks, nice lighting and scenery gj <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Looks great Merkaba, but I don't know... I would have to say I like the old version better (there's always someone...).

    I think it's the lighting. It just doesn't do the same thing for me here anymore. Maybe just a differently angled shot? Plus, what are you going to be doing about the fliers and such on that now freely accessable outdoors bit?

    While it still looks great, I am definately liking the previous one better. (The second newest set of shots here.)

    Oh well, you can't exactly mold it to everyone's personal tastes or anything... <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->

    -Edit- Heh, after another look at the old shots, the lighting appears to be identical... I must just not like how the landing bay blocks off the lights down there from this angle.

    So.. uh... nevermind. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->



    <!--EDIT|ken20banks|Mar. 26 2002,02:11-->
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    I really liek that tunnel, It looks really good, can't find any mistake, but ken is right, there might be soem gameplay issues...
  • Squeal_Like_A_PigSqueal_Like_A_Pig Janitor Join Date: 2002-01-25 Member: 66Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer
    I can't imagine gameplay issues being that problematic.  I think it would be cool to have sections on the map where the fliers can have a lot of freedom to flap around as well as being able to dominate there.  What I like about it is that the marines don't HAVE to go outside, considering the walkway is still safely enclosed in glass, and they only need to go to the landing pad if they want to utilize that particular resource node.  

    Early on in the game, before the marines have had a chance to expand, that node should be pretty safe, since there probaly wouldn't be any fliers yet, and since its out in the open they can see the aliens coming from a mile away.
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Waaait a sec. Is that the same location as the old pics? If it is, please... I -beg- you.. change it back! The pad is cool and all, but it's just too plain and bare compared to the old pics. The old pics looked WAY cooler.

    If it's a different area, that's fine.
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    It's the same area, and it's staying how it is! You'll find it makes MUCH more sense now from a practical point of view. The door into the hanger was hardly big enough for any vessel to get into, and would require a ridiculous amount of accuracy to pilot any ships into.

    Concerning Flyers...pretty much everything unreachable by marines is clipped off in this area. Flyers won't have a lot of fun, as they won't be able to fly further than the landing pad. Sure it's not realistic, but you have to draw the line somewhere.
  • MonkeygetMonkeyget Join Date: 2002-02-27 Member: 254Members
    He is too good, my poor creations are too weird...need to eliminate him.
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    I think this is an amazing addition to the previous shots.  I agree with Squeal like a Pig about there not being flyers that early on in the game, and even if there were flyers thats why marines are giving turrents.  If turrents arnt enough have the commander send a human to gaurd the area.  Like Pig said -- the marines can see the aliens coming a mile away.  I strongly agree with what Merk said about the ace piloting that was needed before but I can see where ken is coming from.  I really like these new shots and hope that it is not changed.
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