Blog - Creating a visual style for NS2

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  • KashinataaKashinataa Join Date: 2006-12-08 Member: 58954Members
    edited February 2013
  • CrotalusCrotalus Join Date: 2003-12-02 Member: 23871Members
    edited December 2006
    Ok, so different architecture, but similar lighting effects to create continuity. I would imagine using similar sounds too to create continuity.

    As for the Frontiersmen, I would want to keep the clean technology driven look they currently have but with a few adjustments. First off, the marines need to look tougher in my opinion. They don't look very dangerous in NS1. Their texture should be cleaned up and streamlined to look even more technological, instead of industrial. That means bold colors, clean black lines, no wires hanging around, and everything should look integrated and not "hacked" on the models. You might notice that some textures in NS1 almost appear pitted and scarred. I think it should be done away with and cleaned up, to seperate the gap between the Marines and Aliens even more.

    For the Kharaa, I would like the aliens to look very dangerous. More monstrous aliens instead of ones like look like terrestrial animals. Remember Aliens? None of the aliens remotely looked like anything that could come from Earth. I would like to see models that weren't based upon animals, but rather pure imagination based upon a organism that has perfected the art of killing.

    EDIT: To elaborate more on the Kharaa, you would also need to change the sounds to be more appropriate for monstrous aliens. I'm thinking insect noises, slurping sounds, buzzing, and generally stuff you wouldn't hear from animals.
  • AndosAndos Join Date: 2003-10-17 Member: 21742Members
    In my opinion, Natural Selection textures looks a little too much from the 80'ies. (Very Alien 1)
    I vote for more technological textures, shiny metal and other surfaces that looks really futuristic and wet. Really sets the atmosphere a notch up <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />

    Also the aliens should imho get a little darker in their texture and get a slight shine to be really nasty <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
  • CrotalusCrotalus Join Date: 2003-12-02 Member: 23871Members
    But what I have been trying to say is that we shouldn't stick to a definite "technological texture theme." You can apply the texture to a space ship, but what about a space station / factory? It would need gritty industrial textures instead...
  • HarrowerHarrower Join Date: 2005-03-16 Member: 45478Members
    Talking about cold got me thinking. It might be interesting to assign temperature to rooms, so that a hotter temperature for instance gave the rines a penalty on... damn I don't know, weapons heat? And it would give the kharaa less adrenaline but a faster heal rate. Alternately cold would decrease the regen rate (maybe even stopping it altogether) as well as the DI growth speed, and give rines a lot of freedom on flamethrowers.

    Flayra, if you're looking for atmosphere, I <b>strongly</b> reccomend you play Incubation (by Blue Byte) all the way through. It's a very old game, and the add-on (The Wilderness Missions) sucked, in my opinion, but the game has a certain feel to it that I would personally love to see drawn-from in many ways for NS2.

    Link: <a href="http://www.bluebyte.net/battleisle-e/products/history/history/phase4.asp?id=" target="_blank">http://www.bluebyte.net/battleisle-e/produ.../phase4.asp?id=</a>
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    nice find harrower, keep up the good work, relocks horns with you in the hive sight thread
  • FlyingdutchmanFlyingdutchman Join Date: 2006-12-18 Member: 59121Members
    edited December 2006
    One thing that might not be a total visual aspect from Natural Selection that I always found benificial to the NS atmosphere is not only how the map looks but also how the map treats you.

    I often forget map names but the large doors that lead to the launch pod next to marine start are an example.
    Or the small dark corridor where you have to weld to turn the lights on.
    Elevators that are a beauty but always have a skulk close by.
    Or NS_Shiva that has excellent weld points. (remember the not-quite-closed door)

    A hyper-modern civilization would have a lot of usuable technical equipment.
    What I would like to see in order to create more atmosphere is more interactivity of the systems of the ship.
    Imagine flicking on a light switch that through a serie of ripped cables elecrifies a small puddle.
    Or being sent by your commander to the belly of the ship to weld the power generator in order to get the ships lights back on and thus take a adventage of the Kharaa away.
    A map with for example an Security room would also give a tactical advantage, place some door controls and camera viewing screen there and the immersion grows.

    In a ship that has been wrecked by the Kharaa it would be logical for the humans to need to do some tactical repairs first, after all the ship itself can be used as a weapon by both parties.
    And isn't that what NS is all about? An epic struggle about control of a "small" spaceship with either complete victory or complete defeat.
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    how about a one or two ports on a map, and each side gets a new technical structure

    for rines some form of remote acess

    for kharaa some for of kenetic brain chamber that adjusts to wires circutry

    for rie the come can select said structure and access a few options, options may change per map, in turn they would revolve around lighting maps up, possable a few map control switches, some for of ventilation control, basicly like weld points but arnt one time uses are switches

    the kharaa woudl get similar but it would involve darkening them map opening up extra rougtes vent control

    i am not talking about harrowes suggestion here to have every room viable to control, i am agreeing with this thread that maybe one room with one point, where ether side can place a structrue and gain some additonal control over the map, getasin a entire coridor, crush the garbage shoot, open cell doors, stop or start fan controls reveres fan air flow, seal off vents, seal off doors elevator controls, sprinkalar systems and or ship control defence systems, window shutters

    each map would obiously need to have its own custom list of optons each side has acess too, the fairness would be to give each side the same items but some can aosl find fairness in toggaling options the other side has no acess to, eg vents that favor aliens

    more of a dynamic map would be a well comed change, multiple indovidual rooms each with there own benifits bonuses i disagree with
  • waterbusterwaterbuster Join Date: 2006-12-17 Member: 59117Members
    We need a button that causes drastic changes to a game.


    Like....something that if pressed could cause decompression of a spaceship killing both teams?
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    <!--quoteo(post=1590173:date=Dec 19 2006, 05:22 AM:name=waterbuster)--><div class='quotetop'>QUOTE(waterbuster @ Dec 19 2006, 05:22 AM) [snapback]1590173[/snapback]</div><div class='quotemain'><!--quotec-->
    We need a button that causes drastic changes to a game.
    Like....something that if pressed could cause decompression of a spaceship killing both teams?
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Yay, that way every round would end in a tie because some dork would HAVE to hit it.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Hehe reminds me of the good ol'days on crossfire in HL1 <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    However in Ns it would be rather annoying...
  • CrotalusCrotalus Join Date: 2003-12-02 Member: 23871Members
    edited December 2006
    That's really not a good idea, unless it was some type of end-game scenario. I'm all up for more interactive maps though, it makes the map more believable instead of static playing field. Remember, were just discusing visual styles for NS right now. I think we shoud reserve the minor map features discussion for later after NS2 defines a visual style.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited December 2006
    And when we have our mits on the NS2TR
  • glimmermanglimmerman Join Date: 2004-04-29 Member: 28300Members, Constellation
    edited January 2007
    <a href="http://www.eternal-silence.net/4images/details.php?image_id=188" target="_blank">http://www.eternal-silence.net/4images/det...hp?image_id=188</a>

    <a href="http://www.eternal-silence.net/4images/details.php?image_id=187" target="_blank">http://www.eternal-silence.net/4images/det...hp?image_id=187</a>

    <a href="http://www.eternal-silence.net/4images/details.php?image_id=208" target="_blank">http://www.eternal-silence.net/4images/det...hp?image_id=208</a>

    <a href="http://www.eternal-silence.net/4images/details.php?image_id=210" target="_blank">http://www.eternal-silence.net/4images/det...hp?image_id=210</a>

    <a href="http://www.eternal-silence.net/4images/details.php?image_id=185" target="_blank">http://www.eternal-silence.net/4images/det...hp?image_id=185</a>

    <a href="http://www.eternal-silence.net/4images/details.php?image_id=209" target="_blank">http://www.eternal-silence.net/4images/det...hp?image_id=209</a>
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    can ge them to work glimmer
  • glimmermanglimmerman Join Date: 2004-04-29 Member: 28300Members, Constellation
    edited January 2007
  • xstation14xstation14 Join Date: 2007-01-08 Member: 59524Members
    edited January 2007
    This reminds me of the later levels of Devil May Cry 2 for PS2. The demon world crosses with the human world and it looks mostly normal but it has an eerie feel to it.

    <a href="http://sonsofsparda.com/photos/devil_may_cry_2_screenshots/images/16/original.aspx" target="_blank">http://sonsofsparda.com/photos/devil_may_c...6/original.aspx</a>

    <a href="http://img479.imageshack.us/img479/8161/dmc2112215cw1.jpg" target="_blank">http://img479.imageshack.us/img479/8161/dmc2112215cw1.jpg</a>
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    yeah they have a nice style to em, take the core most of that technology seams barely old ran down digital at best

    its got a gritty feel to it i like that about ns, i wasnt to fond of a few parts of the work its self, some of it could use improvments, take the first coridor one the same texture on each rather large interior hull sheilding a bit to much, and the couch in the holo com area eep
  • Lt.RealnessLt.Realness Join Date: 2004-03-17 Member: 27379Members
    I'm rather for forsaken, desert planets with one or two research complexes like it's in my novel.
    In my novel the landing team is on a Planet which is in a solarsystem where the sun only comes out once in a few months. A special natural phenomena are the solar wind sinkholes which can appear abrubt anywhere outside in the desert of that planet. These sinkholes have a high temperature which instantly vaporises anything getting in touch with it.

    The research complexes are simple, industrial (metallic walls and floors) like with small corridors, some large rooms, cafeterias etc.
    I wish I could draw what I have on my mind and how I imagined it should look like but I can't draw =(
    I could only try to make a construction drawing from the top.

    So since the station is infested you have the diference between these sectors. The entry and most parts of the first areas you see when you enter it are normal. Mabye a bit dark because of the failure of electricy and some waterdrips from the walls. If you go inside any further you'll slowly see that there will have to be aliens soon. Scratches on the walls, flickering lights, slimy walls, dirty corridors. Maybe that you can already feel that there has to be a hive around the corner somewhere.

    At one scene in my novel the characters enter the cafeteria of the complex. The door is jamed so they have to wedge through it. As they enter the whole cafeteria it looks like a mess. Tables and chairs are knocked over, blood is on the floor and the windows etc.
    I've added some vents where aliens aimbush the marines who throw grenades into them to hold them off and rescue one survivour.

    So if there's anybody out there who can draw a sketch, go for it <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
    I want that metallic, Alien like feeling <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    I'd like the hive rooms to use similar techonology to the dynamic infestation. so they sorta grow and become the room itself.
  • AndosAndos Join Date: 2003-10-17 Member: 21742Members
    <img src="http://img89.imageshack.us/img89/662/hoistwaystation4vl.jpg" border="0" alt="IPB Image" />
    I found this image from NASA's space elevator idea: (on some sort of Keyhole/GEarth forum)
    <a href="http://bbs.keyhole.com/ubb/showthreaded.php/Cat/0/Number/387676/an/page/page/0/vc/1" target="_blank">http://bbs.keyhole.com/ubb/showthreaded.ph...age/page/0/vc/1</a>
  • glimmermanglimmerman Join Date: 2004-04-29 Member: 28300Members, Constellation
    Pics have been removed <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    edited January 2007
    i've always thought the heavy marines should look more lumbering and make the gun look heavy - so the hmg stance would be held something like this <a href="http://www.actionfigure2002.com/site_images_system/user/Hottoys_USCM_Private_Vasquez%20_02.jpg" target="_blank">http://www.actionfigure2002.com/site_image...squez%20_02.jpg</a>
    <a href="http://img384.imageshack.us/img384/3110/commando12ps.jpg" target="_blank">http://img384.imageshack.us/img384/3110/commando12ps.jpg</a>
    <a href="http://www.apocprod.com/images/minigun.jpg" target="_blank">http://www.apocprod.com/images/minigun.jpg</a>

    while the light armour marines could be more tactical like this, but not in black cause that just doesnt suit ns, and more futuristic, but i mean move the way a swat team would and hold their weapons similarily

    <a href="http://users.adelphia.net/~a5k9/Weapons/swat11.jpg" target="_blank">http://users.adelphia.net/~a5k9/Weapons/swat11.jpg</a>
    <a href="http://foreverspace.org/images/Web%20Ready/Spheres%20of%20Influence/Swat%20Team.jpg" target="_blank">http://foreverspace.org/images/Web%20Ready...Swat%20Team.jpg</a>

    <!--quoteo(post=1594706:date=Jan 4 2007, 03:50 PM:name=glimmerman)--><div class='quotetop'>QUOTE(glimmerman @ Jan 4 2007, 03:50 PM) [snapback]1594706[/snapback]</div><div class='quotemain'><!--quotec-->
    <a href="http://www.eternal-silence.net/4images/details.php?image_id=188" target="_blank">http://www.eternal-silence.net/4images/det...hp?image_id=188</a>

    <a href="http://www.eternal-silence.net/4images/details.php?image_id=187" target="_blank">http://www.eternal-silence.net/4images/det...hp?image_id=187</a>

    <a href="http://www.eternal-silence.net/4images/details.php?image_id=208" target="_blank">http://www.eternal-silence.net/4images/det...hp?image_id=208</a>

    <a href="http://www.eternal-silence.net/4images/details.php?image_id=210" target="_blank">http://www.eternal-silence.net/4images/det...hp?image_id=210</a>

    <a href="http://www.eternal-silence.net/4images/details.php?image_id=185" target="_blank">http://www.eternal-silence.net/4images/det...hp?image_id=185</a>

    <a href="http://www.eternal-silence.net/4images/details.php?image_id=209" target="_blank">http://www.eternal-silence.net/4images/det...hp?image_id=209</a>
    <!--QuoteEnd--></div><!--QuoteEEnd-->


    can;t stand the art in eternal silence, its much too plain. it just doesnt have any style - if you look up generic sci-fi then thats what would come up hehe <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    now project hull breach on the other hand...
  • NS-SkorpioNNS-SkorpioN Join Date: 2006-10-31 Member: 58101Members
    "Hull Breach" MOD have a very nice Soldiers models, I like see this in NS Source as a Marines <img src="style_emoticons/<#EMO_DIR#>/marine.gif" style="vertical-align:middle" emoid="::marine::" border="0" alt="marine.gif" />

    <img src="http://www.cgnetworks.com/gallerycrits/8560/8560_1103036179.jpg" border="0" alt="IPB Image" />
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    Those aren't from Hull-Breach. Those are from Nuclear Dawn.
  • NS-SkorpioNNS-SkorpioN Join Date: 2006-10-31 Member: 58101Members
    Oops, my mistake, sry.

    btw, those designs are superb <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" />
  • MasterPTGMasterPTG Join Date: 2006-11-30 Member: 58780Members
    The HA though, should look tankish. None of those designs look tankish. =D.
  • AmbAmb Join Date: 2012-11-09 Member: 168647Members, Reinforced - Supporter
    UWE shot themselves in the foot when they abandoned the "1970 Ridley Scott's Alien" art direction in NS1.
  • 2cough2cough Rocky Mountain High Join Date: 2013-03-14 Member: 183952Members, Reinforced - Shadow, WC 2013 - Supporter
    Amb wrote: »
    UWE shot themselves in the foot when they abandoned the "1970 Ridley Scott's Alien" art direction in NS1.

    In your opinion...
    Why necro this 7 year old thread to be negative?
  • BestProfileNameBestProfileName Join Date: 2013-01-03 Member: 177320Members
    I personally see no problem in "necros" if it's relevant.
This discussion has been closed.