Blog entry - Environment concepts

FlayraFlayra Game Director, Unknown Worlds EntertainmentSan Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
edited February 2007 in NS2 General Discussion
Let us know what you think about <a href="http://www.unknownworlds.com/blog/2007/02/environment_concepts.html" target="_blank">this blog entry</a>!
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Comments

  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    Cooool. The concepts still seem NS-ey.
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    Pretty <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • tigersmithtigersmith Join Date: 2004-11-11 Member: 32749Members, Constellation, Reinforced - Supporter
    Looks amazing! <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • NS-SkorpioNNS-SkorpioN Join Date: 2006-10-31 Member: 58101Members
    edited February 2007
    Oh boy...those concepts arts looks fantastic! <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" /> <img src="style_emoticons/<#EMO_DIR#>/tiny.gif" style="vertical-align:middle" emoid="::onos::" border="0" alt="tiny.gif" />

    Awesome work! <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> I like that grunge style.
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    Why would heavy infestation disorient players? They have maps and memory. And why would it sicken them?

    If anything, you could make the infestation build up in such a way as to create a different feel to the map - distinctly organic in contrast to the metalic feel that would usually be there. It may have been a while ago, but I remember how much I enjoyed the alien world at the end of Half-Life single player. It was completely different from the rest of the game and added a lot to the sense of Gordon being completely out of place in the alien world. Perhaps infestation might cover the work of map makers, but that doesn't mean that the result can't look just as good if not better. Also, infestation would be more interesting if it were not uniformly spread. It should gradually decrease in density as one moves further from the hive.
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    I like the idea of medium/thick infestation for the majority of the infested areas. The environment is supposed to be alien and hostile. It makes you think "Wow, this place has gone to hell." when there's a 50mm thick layer of patchy infestation covering everything.

    --Scythe--
  • SparkTRSparkTR Join Date: 2007-02-09 Member: 59913Members, Constellation, Reinforced - Silver
    Looking great. I think that more the infestation the better, to add to the feel of the game.
  • SloppyKissesSloppyKisses omgawd a furreh&#33; Virginia Join Date: 2003-07-05 Member: 17942Members, Constellation
    <!--quoteo(post=1607347:date=Feb 17 2007, 01:46 AM:name=SparkTR)--><div class='quotetop'>QUOTE(SparkTR @ Feb 17 2007, 01:46 AM) [snapback]1607347[/snapback]</div><div class='quotemain'><!--quotec-->
    Looking great. I think that more the infestation the better, to add to the feel of the game.
    <!--QuoteEnd--></div><!--QuoteEEnd-->


    I agree with spark and scythe, looking good so far though
  • MasterPTGMasterPTG Join Date: 2006-11-30 Member: 58780Members
    MUST HAVE MORE INFESTATION. GOOGOGOGGOGOGOGOGOOGOG. I WANT INFESTATION ALL OVER THE PLACE. GROWING..PULSING...GOBBLING MARINES FROM THEIR SLEEP. I WANT IT NOW. GOGOGOGOOGOGOG. HEAVIER THE BETTER PLEASE.

    EVEN IF THE ALIENS CAN'T MOVE OUT OF THEIR HIVE ROOM, THE MORE INFESTATION, THE HAPPIER I AM.

    Just make sure Friendly-Fire is always on, so the lil skulkies!!! can get out. lol.
  • KhazeKhaze Join Date: 2006-12-12 Member: 59031Members
    edited February 2007
    I'd imagine that even the heavy infestation would get quickly ripped apart by grenades, gunfire and such. Assuming that burnt infestation doesn't automatically regenerate, that is.

    If you look at NS you'll quickly realise how much explosives and bullets get spread in the enviroment, so you'd think that kind of massive amounts of damage on the infestation would break it's structure pretty quick.

    I do think it should take quite a while for the infestation to grow in to that kind of measures, but overrall, I feel the idea of areas that have been untouched for a long time should really LOOK like there hasn't been a trace of a human there in ages.

    The wandering type of marines would definately think twice before going down that hallway with incredibly thick layers of infestation.



    One might also think that different Hives might have slightly differing bodies of infestation, to represent different "strains" of the Kharaa bacteria. Short-term evolution, y'know.
  • NSSlayerNSSlayer Join Date: 2006-11-12 Member: 58554Members
    Yea infestation is cool, pretty coool, lots of infestation is much more cooler. BUT only in pictures! It cna eb confusing. Just imagine, theres an are, thats clean at the beginning, aliens infest it, after that rines, clear it, then aliens capture it again, and the ifnestation'll be different. The more experienced palyer will be able to get lost too... Imagine that, when lucid is infested. Its hard to learn the map, and takes lots of hours of palying. Now, if lucid was infested, noone'd be able to orient... Just think about it.
  • BaraekBaraek Join Date: 2006-12-06 Member: 58929Members
    Really good, it looks just like NS is meant to be looking like <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" /> <img src="style_emoticons/<#EMO_DIR#>/lerk.gif" style="vertical-align:middle" emoid="::lerk::" border="0" alt="lerk.gif" />
  • GoldenprizeGoldenprize Join Date: 2006-11-05 Member: 58379Members
    if its realy look like this...amazing!
    Great conzepts, i realy like the blue light, and the infest.
  • SilverwingSilverwing bulletsponge Join Date: 2003-11-23 Member: 23395Members, Constellation
    Looking good, works for me.

    Heavy infestation should be reserved for hive areas, tough.

    Looking forward to seeing the next blog in particular!
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    Looking cool

    Our team is more focused on the sketch phase of conecpt work now days, becuase we have our colour scheam down, and working - but good to see how you guys are going about game design.

    Keep up the good work - and if you need any third party support just ask us, and we will see what we can do for you.

    Adam
    (Nigredo Studios)
  • DoloresHazeDoloresHaze Join Date: 2006-11-04 Member: 58342Members, Constellation, Reinforced - Shadow
    Looks great! Although i think the last phase of the infestation should take place only in the close radius of the hive.

    One question, do you guys thinking about adding some <b>infestation props</b>, like f.e. this orange thingie hanging on the celling on screenshot no. 4 ?
  • KeksImperiumKeksImperium Join Date: 2002-11-19 Member: 9300Members
    I love the infestation! <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    but i think only hive areas should be heavily infestated.
    the longer the hive is there, the heavier the infestation should be
    so if the rines come to an hive which is up for 30 mins or so, there should be no metal visible <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />

    on the contrary there should be no infestation on the game start at all, so the world realy gives a living feeling
  • SloppyKissesSloppyKisses omgawd a furreh&#33; Virginia Join Date: 2003-07-05 Member: 17942Members, Constellation
    <!--quoteo(post=1607397:date=Feb 17 2007, 06:57 AM:name=KeksImperium)--><div class='quotetop'>QUOTE(KeksImperium @ Feb 17 2007, 06:57 AM) [snapback]1607397[/snapback]</div><div class='quotemain'><!--quotec-->
    I love the infestation! <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    but i think only hive areas should be heavily infestated.
    the longer the hive is there, the heavier the infestation should be
    so if the rines come to an hive which is up for 30 mins or so, there should be no metal visible <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />

    on the contrary there should be no infestation on the game start at all, so the world realy gives a living feeling
    <!--QuoteEnd--></div><!--QuoteEEnd-->


    I disagree, i think there should be infestation at start of the map at the alien hive, not ALOT, but a small amount and then continuously progress. I don't think it should start at nothing at all imo.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    edited February 2007
    Okay, so an obvious concern with heavy infestation is that it contorts the original features of the map and makes it harder to tell where you are. However, this entirely depends on how you implement 'creep'. If creep were only put around Hive locations it makes it easy for Aliens to navigate back to where they can regenerate their health, so it would actually augment map navigation for both teams.

    On the other hand, if Gorges can build infestation, you have to have a Marine counter (in step welders, hand grenades, the grenade launcher and the flamethrower). Where a GL or Flamer is needed to clear creeped areas, newbies will stick with that teammate, so in a way it could help newbies stick with the rest of the group and learn from example.

    As said in the original infestation blog comment thread, if the creep also has some negative effect on the Marines to impede their progress, it will make the end-game scenario much more fun as before they set down their siege cannons they're gonna have to clear an area of creep with a team of welders. I personally really like the idea that Marines have to fight their way into Kharaa-held territory instead of having free roam of the map.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    I can hardly wait for the NS2TR <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • sherpasherpa stopcommandermode Join Date: 2006-11-04 Member: 58338Members
    A much more confidence-building read after the blog saying that customising the gameplay will be encouraged.
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    Looking good, the feeling of the map was a bit duller than your usual NS-maps though which I feel is a bit boring. I always loved the warm feeling NS has (especially the eclipse texture-set). Most maps doesn't feel hostile which I think is a very good thing.
  • waterbusterwaterbuster Join Date: 2006-12-17 Member: 59117Members
    Yahar! Thats awesome looking!

    *waits patiently for the 3D version*
  • scaryfacescaryface Join Date: 2002-11-25 Member: 9918Members
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Should they be grungy, dark, bright? Exactly like NS?<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think NS2 should be a little more grungy than current NS. I think current NS style is too clean and sterile, with too many straight lines, partly due to engine limits. I like the falling-apart millennium falcon look more than the clean imperial star destroyer look, though both have their place in ns <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />

    I really want the mapper to have a lot of control over where infestation goes, so that there can be hive rooms that become completely infested and areas that never become infested in case it would look really bad.
  • Zor2Zor2 Join Date: 2005-01-13 Member: 35341Members, Constellation
    Looks great <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    I'm also loving the regular updates :] :]
  • quazilinquazilin Join Date: 2002-11-25 Member: 9880Members, Contributor, NS2 Playtester, Squad Five Blue
    It makes me wanna start the hammer and map that area!
  • Browser_ICEBrowser_ICE Join Date: 2002-11-04 Member: 6944Members
    Looks cool !

    Looking at the colored concept made me realized something.

    How much effort will be put into NS2 for realism in terms of map structural details vs static/dynamic models ?


    I mean, just looking at this corridor, you see right there a high volume of poly amount if you want it to be that detailed. Now doing this with map brushes is a bit of pain and you loose a bit of quality doing it this way. Doing it as a model static or dynamic, you can achieve a high quality detail. Maybe having some of those pannels or corridor componants as models would be a better approch but then, I don't know what is your budget in terms of model limits.

    So what is the NS2 developement team comments on this ?

    What kind of structural models are planned for NS2 ? Static or dynamic ?
    If dynamic, how dynamic will they be ? Moving parts ?

    Having structural models would enable re-usability and modular design for NS2 maps and even give the NS2 future community something to play with when designing their own maps. You could have endless combinations of corridor types just by assembling different pannel models.

    Maybe a friendly competition amongst the community to bring some of the models static or dynamic would be a good idea ? The chosen ones would be included as a standard package to NS2.

    What do you think ?
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    I'd imagine NS2 would do it the same way all the other Source mods and Source games do it; no point in messing around too much with what works.

    Also, Cory's working on Lair? That explains why it looks so neato.
  • ChocolateChocolate The Team Mascot Join Date: 2006-10-31 Member: 58123Members
    <!--quoteo(post=1607512:date=Feb 17 2007, 10:19 PM:name=scaryface)--><div class='quotetop'>QUOTE(scaryface @ Feb 17 2007, 10:19 PM) [snapback]1607512[/snapback]</div><div class='quotemain'><!--quotec-->
    I think NS2 should be a little more grungy than current NS. I think current NS style is too clean and sterile, with too many straight lines, partly due to engine limits. I like the falling-apart millennium falcon look more than the clean imperial star destroyer look, though both have their place in ns <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    I prefer the clean imperial star destroyer look because its simpler, easier for me to navigate through and easier to remember(?). I dont see very many curved walls where I am, so that might be a reason <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />.


    <!--quoteo(post=1607512:date=Feb 17 2007, 10:19 PM:name=scaryface)--><div class='quotetop'>QUOTE(scaryface @ Feb 17 2007, 10:19 PM) [snapback]1607512[/snapback]</div><div class='quotemain'><!--quotec-->
    I really want the mapper to have a lot of control over where infestation goes, so that there can be hive rooms that become completely infested and areas that never become infested in case it would look really bad.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    I second that. <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • GaroGaro Join Date: 2005-01-07 Member: 33134Members, Constellation, NS2 Playtester, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Silver, Subnautica Playtester
    I could imagine different infestation levels in hera quite clearly:

    HIVE in ventilation: The hive room would be full of infestation (like 3rd image).
    The red tunnels next to hive room: Very much infestation (like 3rd image)
    Maintenance room: some infestation (like the 2nd image)

    - Garo
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