Development Blog Update - Unknown Worlds Videocast #3
Flayra
Game Director, Unknown Worlds EntertainmentSan Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
Comments
Outside views/landmarks is what a lot of the maps in NS1 have been lackingand something only a few maps have done (machina, akaba >unreleased>, and of course my maps <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> probably more I don't remember)
I really love this idea to give the player the idea they are part of something bigger instead of just a few hallways. Outside views will rock NS2 into the next generation.
I do hope the models will be plentyfull so we won't get the idea of clone maps. I probably will still be mapping with a combination of the modes and complex brushwork (makes it more unique imho) and unique areas won't have to be recreated in other maps)
Seriously though it looks great. I'm excited to see windows in rooms; I always liked the windows in lost.
just kidding, awesome concept art corey, cant wait to see what the whole level will look like.
special thanks to Mojokdirector for making the video, good to see the dev's have taken notice of your work in the forums!
the video was very funny as well - EASTERN EUROPE!
Thanks for the cool video, Mojokdirector.
The concept art is looking nice, and I'm glad to see an emphasis on models. It seems like Valve uses models so frequently in their maps -- take cs_militia in CS:S for example, nearly everything in the house except the floor and steps are models.
It makes the map feel 'alive,' if you will.
the video was very funny as well - EASTERN EUROPE!<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1681928:date=Jun 24 2008, 04:20 PM:name=SentrySteve)--><div class='quotetop'>QUOTE(SentrySteve @ Jun 24 2008, 04:20 PM) <a href="index.php?act=findpost&pid=1681928"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks for the cool video, Mojokdirector.<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't know why you guys are giving me so much credit, If Matt hadn't offered skittles and crackers I never would have done it.
I'm glad you guys like it though.
I'm glad you guys like it though.<!--QuoteEnd--></div><!--QuoteEEnd-->
I've said it once, and I'll say it again: Skittles can be used to solve any problem. Could you imagine if Oswald had a bag of delicious yummy Skittles? He would of been too busy tastin' the rainbow to pick up that rifle.
You did a great job on this Jon. Thanks for doing it!
The outside refinery platforms look like they would be ideal for a fire fight.
How about a 'fire wall' around such a platform to prevent anyone from getting out (i.e. lerks) and then some sort of mesh-like overhead to prevent anything from flying out.
Anyways...
I'm glad its all coming together.
Beat me to it. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> If you guys need any more inspiration for this map, go watch that movie again.
Well, Natural Selection was never a thing, that could be called cheap, and always creative.
And on top of that, i really liked it, that Flayra and his Team actually improved the graphics of the old HalfLife-Engine.
Maaan, I'm so gonna get the HL2-version downloaded, when it's released.
Edit: Yeah I don't think we need that. KungFuDiscoMonkey
The explanation of how you are going to balance out detail with just simple assests at different viewing direction is always something I am interested in hearing and hope you show more of that in the future.
The video was hilarious also, I hope there is more of those.
Note : the marines in the background welding open a sealed door - or are they welding it shut ? <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
uhmm.. thanks for quoting and contributing to the topic?! <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
The new concept art is awesome, great mood there.
The marines in it seems to be noobish though, because both are covering one side, while noone protects the welder guy from enemies going to come through the door <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Those black/red skulks moving past the screen could have used some chuckle sounds, but I guess you aren't allowed to use these NS1 sounds from the free sound library thingy in NS2, because it's not free anymore ?!?
I'm very interested to hear something about sound effects in the following casts, because they also contribute a lot to atmosphere and you haven't told anything about that yet.
And although I'm pretty sure you'll doing a great job on the sound effects, there will probably be some disappointed players missing the old, classic sounds, if you can't really use them anymore.
If you are allowed to use the old sound, are you going to reuse as much as possible?
Note : the marines in the background welding open a sealed door - or are they welding it shut ? <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
zoom in on the concept in the gallery section, they are definately <i>cutting open</i> a hole in the door, using a blowtorch....
looks pretty sweet, hope that aspect makes it into the gameplay.
Also if given the ability, to weld-shut some doors(most probably those which doesn't open automatically, but with a switch).
Also were the 'copy+paste from other games' remarks a reference to <i>Limbo of the Lost</i>?
Thank you Unknown Worlds for sharing that with us. It felt especially nice to hear about how the concept art is linked to shipping, that was very encouraging. I find myself eager to here it said you guys are making a living at this ... because that will mean more games! <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
I just want you to know that I felt all warm inside when you said "we've got a lot of work to do."
Back to reality, cool vid. Glad to hear people are thinking modular and getting a product out in mind.
Out of curiosity, how are the outside "landmarks" going to be done? Are we using actual models outside the map and then a skybox, or will all that be in the skybox skin? Sorry if my nub mapping skills are missing the obvious classic way to do this.
Great direction, but I do have a question. Is there a plan for an art pack to be released at some point for us to play around with and possibly start work on level design for the upcoming ns2? You know - help take some burden from you guys with all the ns2_nancy port-over requests.
Also, this might be worth thinking about: Why does the hive have to hang from the ceiling? Is it possible that a hive tendril up from the ground or a wall, maybe a corner? It seems that the idea of how a hive exists is pretty static, and it might be worth manipulating it into all sorts of fun places.
Refinery color values are ok, but the I prefer the coloring of the first lava room, the contrasting bright and dark that is worked in there seems more effective and epic... like Shakespeare. Duh!
i like the blader runner/blues brothers esc ideas. I can see an oil refinery call fawley refinerey from my window, although its a few miles away across the solent water, its covered in lights and has flames licking the sky evey noe and again.
I have on suggestion, would it be possible to make it look like the map is inside a building similar to the ones in the scene. What i mean is using skylight windows you could show the structure your in towering up to some chimneys, or using an elevated walk way with a partly transparent floor you could show how high up the building is with the view down.
In the vista will the flames fare out and then on like a real refinery, Fawley the refinery near my apt, flares for about 5 secs every two mins, this may be a bit lax to create game play atmosphere but having the flames alter could be cool. Also a moving sky and chnaging toxic haze maybe cool. And if possible aircraft moving in the distance (could be evacuation craft or reenforcements?)
So, the main thing is map/model dev, animation, gameplay, UI, etc. It's not like they're not developing stuff or that we're stuck in concept only mode. At least that's the impression I've been getting from the podcasts.
I'd hope so, considering when you start out with a mod all the code to handle this, as well as synchronization with the server is already there, as well as several different types of weapons (instant shot, like pistol/lmg, projectile (like grenades, gorge spit, acid rocket), and also ranged weapons (knife, various alien bites). Then it's just a matter of tweaking those to your needs. You could easily have half of the weapons in NS done by minor tweaks. Another 25% aren't too bad, but the other 25% require more modifications.
<!--quoteo(post=1681984:date=Jun 25 2008, 04:47 PM:name=spellman23)--><div class='quotetop'>QUOTE(spellman23 @ Jun 25 2008, 04:47 PM) <a href="index.php?act=findpost&pid=1681984"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So, the main thing is map/model dev, animation, gameplay, UI, etc. It's not like they're not developing stuff or that we're stuck in concept only mode. At least that's the impression I've been getting from the podcasts.<!--QuoteEnd--></div><!--QuoteEEnd-->
Coding is easy, art takes the time in a game like this. I hope they spend a lot of time on it. NS is by far the best looking HL1 mod, and I hope it's the best looking HL2 mod. While I personally enjoy NS for it's amazing gameplay, the masses are going to want to see amazing art before they consider buying/playing it.