Blog update - Computer terminal concept

MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
edited March 2007 in NS2 General Discussion
Please post your thoughts on the latest <a href="http://www.unknownworlds.com/blog/2007/03/computer_terminal_concept.html" target="_blank">blog entry</a> here.

Max
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Comments

  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    I really like it. The colors and textures really remind me of NS1 while looking new and crisp.

    It could be a neat weldable on a map although I'm not sure what the console would do exactly. Maybe display images of damaged areas.
  • scaryfacescaryface Join Date: 2002-11-25 Member: 9918Members
    edited March 2007
    i like! these definitely would help give ns2 a style of its own. I can see them ingame already
    Although these would look great in larger rooms, they may not fit in in more claustrophobic spaces. It would be cool though to see a single 'leg' descend into a small room or hallway to give a status message or BSOD or something.

    These pictures make me want <a href="http://www.unknownworlds.com/forums/index.php?s=5911556707836250112&showtopic=100573" target="_blank">this</a> even more, but it's probably not feasible.
  • stickybootstickyboot Join Date: 2004-01-29 Member: 25711Members, Constellation
    Wow looks so awsome!!!! NS already had such a uniqe look to it. I can't wait to see how this will end like.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    kick-donkey! <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    perhaps are a new type of commander interface?
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    Is this more of a map feature or structure? Or both? Personally I think it might be nice to have lots and lots of unique ones that any map can have it's own not just one specific design. Let mappers have the control. New map entity type perhaps with model field spec?
  • NSSlayerNSSlayer Join Date: 2006-11-12 Member: 58554Members
    Wow, its awesome! But all in all, im more interested in the NS2TR.... these concept arts just increase my thirst. Go on guys, i trust in you!
  • NS-SkorpioNNS-SkorpioN Join Date: 2006-10-31 Member: 58101Members
    I am confused, It's just a decorative prop_static or a functional new Console Commander model?

    btw, great and exquisite concept art.
  • Browser_ICEBrowser_ICE Join Date: 2002-11-04 Member: 6944Members
    It also shows how vulnerable the marines would be if they were to access these terminals. Their back and sides are exposed. Even worst, think of the situation where you have like 3-6 marines on these terminals (don't know why us players would need to use them) and a skulk would leap-xeno on them !

    By the way, what would be the use of these for us players ? In NS, we do not use terminals.
  • J!J! NS2 Artist Join Date: 2004-11-14 Member: 32788Members, Retired Developer, NS1 Playtester
    edited March 2007
    It is designed to be a static prop, intended for aesthetic (decorative) purposes. This is not the new CC model or anything like that.
  • NS-SkorpioNNS-SkorpioN Join Date: 2006-10-31 Member: 58101Members
    edited March 2007
    Thanks for the explanation. A suggestion, try to remove two of that monitors legs because it's so huge; with just four legs this prop it would be more compact and small.
  • J!J! NS2 Artist Join Date: 2004-11-14 Member: 32788Members, Retired Developer, NS1 Playtester
    It's a large prop, yeah, but we have to include props of all sizes. Why should we make it smaller?
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    Oh well if it's a map model prop then yeah it rocks. Perhaps several unique functional props unique to each map or if follow the same aethetic theme use the same model? I don't know. It does certainly open the possibilities! <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    im assuming the dynamic infestation will be able to grow on props, models, and maybe buildings, right?
  • scaryfacescaryface Join Date: 2002-11-25 Member: 9918Members
    <!--quoteo(post=1617714:date=Mar 29 2007, 03:35 PM:name=JJJ1)--><div class='quotetop'>QUOTE(JJJ1 @ Mar 29 2007, 03:35 PM) [snapback]1617714[/snapback]</div><div class='quotemain'><!--quotec-->
    It's a large prop, yeah, but we have to include props of all sizes. Why should we make it smaller?
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    I like the large version. I still think there should be smaller versions just so that there can be a consistent 'look and feel' throughout the map, regardless of room size.
  • NS-SkorpioNNS-SkorpioN Join Date: 2006-10-31 Member: 58101Members
    edited March 2007
    <!--quoteo(post=1617714:date=Mar 29 2007, 05:35 PM:name=JJJ1)--><div class='quotetop'>QUOTE(JJJ1 @ Mar 29 2007, 05:35 PM) [snapback]1617714[/snapback]</div><div class='quotemain'><!--quotec-->
    It's a large prop, yeah, but we have to include props of all sizes. Why should we make it smaller?
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Because to insert this prop static it would need to be in a enormous room to prevent players stuck around that static structure.

    Excuse me, my english is poor <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
  • NSSlayerNSSlayer Join Date: 2006-11-12 Member: 58554Members
    I hope, you will make "kharaa props too" i mean like, the mushroom-like plant on ns_origin, and the other smaller one, etc. It'd be great too, and by these mappers could make unique maps, and hiverooms.
  • NamronNamron Join Date: 2002-11-29 Member: 10220Members
    Uh oh, I'm logged in. I might as well comment. It looks marvelous! <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • J!J! NS2 Artist Join Date: 2004-11-14 Member: 32788Members, Retired Developer, NS1 Playtester
    <!--quoteo(post=1617776:date=Mar 30 2007, 12:50 PM:name=NS-SkorpioN)--><div class='quotetop'>QUOTE(NS-SkorpioN @ Mar 30 2007, 12:50 PM) [snapback]1617776[/snapback]</div><div class='quotemain'><!--quotec-->
    Because to insert this prop static it would need to be in a enormous room to prevent players stuck around that static structure.

    Excuse me, my english is poor <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    It will probably work best in medium to large rooms and wide hallways, but it shouldn't really cause any stuck issues. Even an onos should be able to pass through it with ease. Large props are difficult to use from a level design perspective, but the aesthetic payoff is large enough to warrant just a few of them. Skilled level designers will have no problems seamlessly integrating these kinds of props into their levels without any negative effect on gameplay.
  • NS-SkorpioNNS-SkorpioN Join Date: 2006-10-31 Member: 58101Members
    Thx again for you answer.

    Plz keep showing us more concept arts!
  • AnimeLOLAnimeLOL Join Date: 2006-11-02 Member: 58275Members
    edited March 2007
    Fantastic work! I can't wait to buy NS2!
  • HarrowerHarrower Join Date: 2005-03-16 Member: 45478Members
    I also thought it was the new CC model (I liked it), but it made me think "wow, are they going to allow multiple commanders?"

    Which actually seems like a good idea. Might help the learning curve.
  • SmoodCrooznSmoodCroozn Join Date: 2003-11-04 Member: 22310Members
    Well...

    I appreciate Mr. Stradler's art, but I'm wondering why so much fuss over some prop?

    I mean bast has it's door, nothing has it's (rather annoying) elevators, but what makes this computer spider contraption so special? As a prop... I don't see it affecting gameplay.
  • SpaceJesusSpaceJesus Join Date: 2004-07-02 Member: 29683Banned
    Would you rather they released concept art of a large prop or ..... absolutely nothing? Be grateful they're releasing anything at all because there is absolutely no reason that they 'should' or 'have to' they do it for you guys.
  • NS-SkorpioNNS-SkorpioN Join Date: 2006-10-31 Member: 58101Members
    It was only a suggestion for my part about the dimensions for that prop; I love everything in the NS world.

    <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" />
  • [Deleted User][Deleted User] Join Date: 2003-11-28 Member: 23688
    I like the way they've put thought into it, even if it IS just a prop. I like things with a well worked back story, helps to immense the player in a new world, detatching the player from the real one.
  • scaryfacescaryface Join Date: 2002-11-25 Member: 9918Members
    edited April 2007
    <!--quoteo(post=1618331:date=Apr 2 2007, 03:16 AM:name=SmoodCroozn)--><div class='quotetop'>QUOTE(SmoodCroozn @ Apr 2 2007, 03:16 AM) [snapback]1618331[/snapback]</div><div class='quotemain'><!--quotec-->
    Well...

    I appreciate Mr. Stradler's art, but I'm wondering why so much fuss over some prop?

    <!--QuoteEnd--></div><!--QuoteEEnd-->

    The point of the post was pretty much that even such a simple prop requires a lot of thought. (or at least that's what i got out of it.) it was also explaining the new concept art that was in flayra's GDC presentation.
  • quazilinquazilin Join Date: 2002-11-25 Member: 9880Members, Contributor, NS2 Playtester, Squad Five Blue
    edited April 2007
    I like the idea of the "office room prop", but it could be in many smaller pieces to fit better in maps and get more variety.
  • Iced_EagleIced_Eagle Borg Engineer Join Date: 2003-03-02 Member: 14218Members
    Awesome, nice work <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    I'm really liking this transparent dev cycle. I'm glad we don't have to sit and speculate in the forums until you guys are pretty much done.
  • ZaggyZaggy NullPointerException The Netherlands Join Date: 2003-12-10 Member: 24214Forum Moderators, NS2 Playtester, Reinforced - Onos, Subnautica Playtester
    Looking good, like the style!

    Something that crossed my mind while I saw it, the monitors are turned down a bit.
    If those are touch panels, the staff operating those will get really tired arms while using it.
  • PhilipKPhilipK NS2 texture artist (AKA &quot;Blazeeer&quot;) Join Date: 2002-11-01 Member: 3746Members, Retired Developer
    wooh <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
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