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.
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" />
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...
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.
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.
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
<!--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_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 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" />
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.
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.
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
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" />
<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>
schkorpioI can mspaintJoin Date: 2003-05-23Member: 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
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" />
"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" />
Comments
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.
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" />
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>
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.
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
Like....something that if pressed could cause decompression of a spaceship killing both teams?
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.
However in Ns it would be rather annoying...
<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>
<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>
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
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" />
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>
<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...
<img src="http://www.cgnetworks.com/gallerycrits/8560/8560_1103036179.jpg" border="0" alt="IPB Image" />
btw, those designs are superb <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" />
In your opinion...
Why necro this 7 year old thread to be negative?