Ns_metroid

ZeroPointNRGZeroPointNRG Join Date: 2002-05-18 Member: 628Members
What do you think of this screen? I also want to make those doors shootable like real Metroid doors. I'd like to know if the screen is too dark, my monitor setting is usually pretty bright. Thx.

Comments

  • RobRob Unknown Enemy Join Date: 2002-01-24 Member: 25Members, NS1 Playtester
    I guess shootable doors would be okay, just go easy on them.  Doors really cut back on gameplay and game flow, plus the more sounds you have, the more chances you'll get one looping.

    You might run into problems calling it Ns_Metroid, too.
  • ZeroPointNRGZeroPointNRG Join Date: 2002-05-18 Member: 628Members
    Lol yes you are right. I'll change the name to something that isn't already copyrighted <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> and make sure there aren't too many doors. I hate doors in FPS games too <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    The corrugation on the side wall there - if you do that much, you'll run through planes like mad.
  • ZeroPointNRGZeroPointNRG Join Date: 2002-05-18 Member: 628Members
    Yes, but a flat wall is boring.
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    I love the broken stuff on the ceiling, the lighting on the door is really nice too. The floor texture is really bad tho, too flat and doens't go at all with the rest of the room.
  • ZeroPointNRGZeroPointNRG Join Date: 2002-05-18 Member: 628Members
    I also added some sparks and flickering lightning, something you of course can't see in the screen.

    I also want some drips to come from the pipe, but I first have to learn using the particle system.
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    Flayra added a really good in-game ps editor to set the values that you just write down and then apply to the ps in worldcraft.
    For example, if your particle system is named ``ps1'' load the map and type ``editps ps1'' and a bunch of controls appear for you to tweak to get the desired effect.

    I could drone on how and what each control does but i won't. Just remeber the long series of numbers in the ps top left controls the direction the particles move. N S E W and diagonals. This give the PS 360 degrees of direction.
  • ZeroPointNRGZeroPointNRG Join Date: 2002-05-18 Member: 628Members
    Ah yes I saw a movie with that, I think I'll fool around with it, thx ^_^
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    I'm not so sure about having shootable doors. It doesn't make much sense at all to me, and I can just see newbies running around the level without a clue as to how to open the doors.

    The only time I can remember a game that had shootable doors was in Flashback, and only /ONE/ door in the whole game was shootable... it was a trick on the part of the developers just to see if you'd try solving the puzzle with frustration. Took me half an hour of retrying the area until I shot the damn door in anger, and watched it open.



    <!--EDIT|Yamazaki|June 08 2002,14:40-->
  • RobRob Unknown Enemy Join Date: 2002-01-24 Member: 25Members, NS1 Playtester
    That's always the first thing I do yama.  Well, no, first I run straight into the door, then bend my head sideways in an attempt to understand what just happened.  Then I lay into the door with a steady stream of bullets.  If that doesn't work, there's always that finesse thing...



    <!--EDIT|rob6264|June 08 2002,15:55-->
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    Heretic had a few doors that needed to be shot in order to open, I think only in the add-on episodes.  My experience with them definitely resembles Yamazaki's...go running around looking for a switch ALL OVER THE LEVEL and finally give up, then shoot the door and slap my head when it opens.  I think the problem was that you just got used to having the door open when you walked up to it.  So if basically every door needs to be shot to open, it's not as much of a problem.  On the other hand, though, this could get pretty frustrating after a while, and the marines are usually a bit strapped for ammo.  I think the rest of the shot looks excellent, though.
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    Flashback *OWNED*.

    Which door was this?
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    oops sorry, should reply to topic too <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    I like the area, cos it looks gritty yet not boring...

    Floor texture needs changing though. I'd suggest nos_grate3.

    Rob...doors breakup the gameflow? Are you CRAZY? This isn't Quake3, this is NS. Doors rule, so long as they're not ALL over the place.



    <!--EDIT|Merkaba|June 08 2002,22:42-->
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    The lighting on that door is stunning.  I really enjoy looking at it! *HA! I JUST KILLED THIS FLY THAT HAS BEEN TORMENTING ME FOR WEEKS!!! MUAHAHAH!! /me donces!*  Maybe you could make the area less bright?  Possbibly add a spot light or two on the ground?  I woud really like to see that becuase it would give it more of the ns feel, while putting a greater emphasis on the door lighting. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->!  Loving it!
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    <!--QuoteBegin--n@rby+June 08 2002,08:13--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (n@rby @ June 08 2002,08:13)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->I could drone on how and what each control does but i won't. Just remeber the long series of numbers in the ps top left controls the direction the particles move. N S E W and diagonals. This give the PS 360 degrees of direction.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Ummm...  I think I need to inform you that this is wrong.

    I'd suggest checking out my particle system tutorial <a href="http://pstutorial.tripod.com/" target="_blank">here.</a>  I spent a week or so on and off and figured out what each parameter does for each velocity shape and everything.  It will really help you out if you need to know how to make particle systems (or at least I hope it will <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> ).

    About the shot, it looks nice.  As Plaguebearer said, it would probably be best to reduce the corrugation on that wall, as you certainly will run out of planes on your level.
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
    nice start.  i really like the broken light.
  • ZeroPointNRGZeroPointNRG Join Date: 2002-05-18 Member: 628Members
    Thx, with some fooling around I got some drops coming out of the pipe. But how do you save it in the map? Ah never mind, I'll follow the tutorial.

    I wanted to do shootable doors because that's what Metroid is about, but you guys convinced me making the doors open when you are near them (or maybe a button next to it?).

    Well I wanted to make sure the area was not too dark, because my monitor settings are usually pretty bright and I have no idea how bright other ones are.
  • Black_DogBlack_Dog Join Date: 2002-02-10 Member: 190Members
    <!--QuoteBegin--Yamazaki+June 08 2002,14:39--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Yamazaki @ June 08 2002,14:39)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->The only time I can remember a game that had shootable doors was in Flashback, and only /ONE/ door in the whole game was shootable...<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    i like everything,very good details.
    NO to shootable doors.

    in Flashback i remember all doors where shootable! also in the 1st level...
    ...and also Descent has shootable doors,i remeber Descent2 when i used to fire those luminescent triangles to open doors from a secure distance to look inside before entering
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    <!--QuoteBegin--Greedo386+June 08 2002,18:23--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Greedo386 @ June 08 2002,18:23)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin--><!--QuoteBegin--n@rby+June 08 2002,08:13--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (n@rby @ June 08 2002,08:13)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->I could drone on how and what each control does but i won't. Just remeber the long series of numbers in the ps top left controls the direction the particles move. N S E W and diagonals. This give the PS 360 degrees of direction.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Ummm...  I think I need to inform you that this is wrong.

    I'd suggest checking out my particle system tutorial <a href="http://pstutorial.tripod.com/" target="_blank">here.</a>  I spent a week or so on and off and figured out what each parameter does for each velocity shape and everything.  It will really help you out if you need to know how to make particle systems (or at least I hope it will <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> ).

    About the shot, it looks nice.  As Plaguebearer said, it would probably be best to reduce the corrugation on that wall, as you certainly will run out of planes on your level.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    i'm taking it as simple as possible, using the velocity varibles to set the direction of the particles. For instance, to get the particles of water or simulated stars to move across the screen from left to right, it's easy to set these varibles to allow them to move left to right, or up down or from centre point to an outer radius.

    My comment wasn't a tutorial, just a hint to use the PS to generate simple systems common in maps such as steam or water drops.
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Door needs to be less diamond shaped, at least on the bottom. The impression I've always gotten from Metroid doors was that it was made up of eight triangles forming an octogon. Or something similar. As your door is now, only one marine will really be able to fit through, and he might trip on his way in.

    Love how it looks though. As I do the rest of the room.
  • ZeroPointNRGZeroPointNRG Join Date: 2002-05-18 Member: 628Members
    Well you are right, it's because I used an existing texture. I'll have to change it if I want it to have a more accessable lower part.
  • RebornReborn Join Date: 2002-06-24 Member: 814Members
    Call the level ns_zebes. Zebes isn't copyrighted, and it's the name of the pirate homeworld, where Samus first fights the Mother Brain.
  • JediYoshiJediYoshi The Cupcake Boss Join Date: 2002-05-27 Member: 674Members
    I love the neon blue rimed door. The walls are perfect. I love the brooken light(I hope it flickers). Other than that keep up the great work.
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