Dynamic infestation afforance - lighting
MarcusAurelius
Join Date: 2008-01-28 Member: 63518Members, Constellation
<div class="IPBDescription">Dynamic infestations should cover over the lights, wherever they are..</div>Most NS settings are spaceships or space stations, so where does the light come from?
I'd like to suggest that in NS2, a corridor covered in creep be dark, or at least dimly lighted. I know there aren't that many actual light(bulb) models on levels, but if a map maker at least put in some pictures of lights, the covering-over of which by creep could trigger the area to become darker, it would really enhance the "feel" of the game. This would of course lead to upgrades for both sides. Scent of fear or hive sight or whatever would really come in handy; a night vision upgrade would be nice, and flashlights would actually serve a purpose other than annoying other marines.
It would also lead to other possibilities. I'm sure it would be hard to do and such, but it would make for really sexy demos as well as look really nice if the light in a room actually shone from each lightbulb. That way smoke would look really cool. Also, if a marine walked by the light the other side of the room would darken, a shadow would appear; perhaps, if individual light sources were on or along the wall, a clocked alien walking past them might leave a slight shadow on the opposite wall.
I just think it would look really nice and enhance ad appeal. Thanks for reading.
I'd like to suggest that in NS2, a corridor covered in creep be dark, or at least dimly lighted. I know there aren't that many actual light(bulb) models on levels, but if a map maker at least put in some pictures of lights, the covering-over of which by creep could trigger the area to become darker, it would really enhance the "feel" of the game. This would of course lead to upgrades for both sides. Scent of fear or hive sight or whatever would really come in handy; a night vision upgrade would be nice, and flashlights would actually serve a purpose other than annoying other marines.
It would also lead to other possibilities. I'm sure it would be hard to do and such, but it would make for really sexy demos as well as look really nice if the light in a room actually shone from each lightbulb. That way smoke would look really cool. Also, if a marine walked by the light the other side of the room would darken, a shadow would appear; perhaps, if individual light sources were on or along the wall, a clocked alien walking past them might leave a slight shadow on the opposite wall.
I just think it would look really nice and enhance ad appeal. Thanks for reading.
Comments
'K I'm done.
But why no, Domining?
I actually want to be able to aim at skulks instead of just get mauled by things I don't know are there because my monitor sucks and I can't ramp up the gamma much.
Ever heard of FOV > 30?
Excellent point. <i>(And the gamma thing is a good point too. Been trying to play some FPSs lately but apart from my mouse sucking, my monitor does too.)</i>
Seriously, why <b>are</b> flashlights always so bloody useless? Couldn't you just simulate light reflection by just making the 'circle' in front of you lit up a lot, like usual, and the area around that point also lit up, but just not as much. Also, distance.
But anyway, Max did say in another thread about darkness that they want us to be able to play during the day when we should be outside doing stuff. So I don't think there's gonna be heaps of darkness, but they might still implement the 'dynamic environment' idea since that's what they've been going for from the start - it just won't affect darkness drastically. So we hope.
What kind of a game does it sound when you say - Aliens vs Marines
I'd say light should be taken into account as at the moment, its just running, hiding and waiting to kill an enemy... how about make the game jumpy, scary.
When you walk into a room, the marine should feel a little uneasy as they need to check around to make sure its safe
The ethereal alien flash light needs to go <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> I'd prefer some sort of player glow for how dark a room is
However, I'd instead prefer two things that would give the same ability but give more options. One would be an entity for maps that gets triggered by presence or lack of dynamic infest, and the second is a good and simple way to turn on, turn off, or set level of lights. That way, we can have light switches that actually work instead of the crazy way mappers have to hack it now, and it gives more options for what dynamic infest does when it reaches a location.
Some rooms the marine can turn on and off himself, weldpoints are another adding, make more points, and more useful ones, like one that puts an area on lock down, and the commander can open the area back up for a rush if he wants to, or an onos breaks the door down. Or instead of the comm u can reweld the point and open it.
this makes me want to open a weld thread <=P
My gripe with this is not the "atmosphere" it creates. I have a general problem with darkness in maps. There are ways to create an immersive experience which do not include sacrificing marine gameplay. And by sacrificing marine gameplay I mean not being able to see skulks. (not fun at all)
Agreed.
But again, we've already been promised that it won't be stupidly dark.
A -must- though, if you have any dark areas at all, is an effective flashlight.
but good HL2 Flashlight would be nice
So, for example ns_hera. There's one very dark hallway that is dark to balance out the fact that it goes nearly straight to the hive. It is also weldable to turn on the lights.
That area is frustrating because you can't see what you're shooting at, but if there were better lighting options(ie the flashlight lit a larger area and didn't cause you to shine like a christmas tree) I wouldn't mind seeing a few of these areas in NS2. Even though it's frustrating, it's also a good challenge. I don't think I'd want any sizable portion of the map to be dark but a dark hallway on a couple maps isn't bad. Best to leave that up to the mappers so you'll get a mix of overdark and overbright maps and also maps that find the sweet spot.
What about if DI acted as a kind of translucent gunk, like a filter that created slightly distorted/yellow-orange tinted lights (not enough to make seeing difficult) and only in a hugely overgrown area (like one the marines should have dealt with 5 minutes ago) would it start to interfere with visibility?
Maybe it could work like a special effect filter where it oscillates filter "cells" between yellow orange and green.
Maybe it could work like a special effect filter where it oscillates filter "cells" between yellow orange and green.<!--QuoteEnd--></div><!--QuoteEEnd-->
That would be cool, but I'm afraid that won't fit very high on Team Cleveland's list of priorities.
Maybe it could work like a special effect filter where it oscillates filter "cells" between yellow orange and green.<!--QuoteEnd--></div><!--QuoteEEnd-->
very nice idea(i edited what i think should be changed)
Like, the longer thwe DI sits, thicker it gets, till it goes to the darken point
but killing lights is a must addition, itd imporve some gameplay matters of stratagy, maybe only certain attacks from the aliens can break them, only range ones, so if marines are retarted, they can kill the lights too.
nice 'skeleton shadow' thing <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />