Dynamic infestation afforance - lighting

MarcusAureliusMarcusAurelius 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.

Comments

  • DominingDomining Join Date: 2007-09-27 Member: 62452Members
    edited March 2008
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    Hahahahahahahahhahahaha.
    'K I'm done.

    But why no, Domining?
  • DominingDomining Join Date: 2007-09-27 Member: 62452Members
    Going back to the darkness discussion. It doesn't fit with the whole action multiplayer aspect.

    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.
  • KhazeKhaze Join Date: 2006-12-12 Member: 59031Members
    Ever heard of a flashlight? <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
  • DominingDomining Join Date: 2007-09-27 Member: 62452Members
    <!--quoteo(post=1673244:date=Mar 14 2008, 05:43 PM:name=Khaze)--><div class='quotetop'>QUOTE(Khaze @ Mar 14 2008, 05:43 PM) <a href="index.php?act=findpost&pid=1673244"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ever heard of a flashlight? <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
    Ever heard of FOV > 30?
  • darktimesdarktimes Join Date: 2007-12-24 Member: 63247Members
    edited March 2008
    i hope in ns2 is the flashlight bigger as a beer.... 400m away
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    <!--quoteo(post=1673250:date=Mar 15 2008, 08:39 AM:name=Domining)--><div class='quotetop'>QUOTE(Domining @ Mar 15 2008, 08:39 AM) <a href="index.php?act=findpost&pid=1673250"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ever heard of FOV > 30?<!--QuoteEnd--></div><!--QuoteEEnd-->
    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.
  • intellixintellix Join Date: 2008-03-24 Member: 63950Members
    I think this idea sounds absolutely fantastic <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />

    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
  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    the ethereal was alittle over much, a heart sense maybe, like a glow, faint enough not to be uber bettter compared to the flashlight. Lighting makes everything look better, having a skulk accidently walk over a light strip, showing a shadow on a wall, a marine sees, turns, its gone. Gives you the feel of suspense, and a strategic adding too, the aliens need to beware of lights or they may break your ambush.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    Assuming Marines get decent lighting systems, I'm a fan.

    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.
  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    On NS maps(not NS1, i mean NS mode), they should make the commander able to turn on and off certain rooms wtih a press of themouse, then a key. This makes the commander loose control of rooms as DI takes over, or if the lights are broken by a evil little alien/human.

    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
  • RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
    edited March 2008
    Domining I don't really see your problem with this, it would be easy to implement a *highly functional* and possibly destructible light entity that moves with players (assuming dynamic lights (or shadows in Source's case) are actually implemented) and would make the game a lot more dramatic as well as adding new gameplay elements.
  • DominingDomining Join Date: 2007-09-27 Member: 62452Members
    <!--quoteo(post=1674237:date=Mar 25 2008, 04:18 PM:name=Radix)--><div class='quotetop'>QUOTE(Radix @ Mar 25 2008, 04:18 PM) <a href="index.php?act=findpost&pid=1674237"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Domining I don't really see your problem with this, it would be easy to implement a *highly functional* and possibly destructible light entity that moves with players (assuming dynamic lights (or shadows in Source's case) are actually implemented) and would make the game a lot more dramatic as well as adding new gameplay elements.<!--QuoteEnd--></div><!--QuoteEEnd-->
    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)
  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    i like the dark enviroment, shows suspense, i agree, not ALL the rooms need to be dark as ######, or killable lights, or turn offable lights, just some.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    <!--quoteo(post=1674259:date=Mar 26 2008, 10:45 AM:name=Domining)--><div class='quotetop'>QUOTE(Domining @ Mar 26 2008, 10:45 AM) <a href="index.php?act=findpost&pid=1674259"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And by sacrificing marine gameplay I mean not being able to see skulks. (not fun at all)<!--QuoteEnd--></div><!--QuoteEEnd-->
    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.
  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    on one level, there can be 1 stupid dark, like a hallway were u need to weld the lights on

    but good HL2 Flashlight would be nice
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1674329:date=Mar 26 2008, 12:14 PM:name=ryknow69)--><div class='quotetop'>QUOTE(ryknow69 @ Mar 26 2008, 12:14 PM) <a href="index.php?act=findpost&pid=1674329"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->on one level, there can be 1 stupid dark, like a hallway were u need to weld the lights on<!--QuoteEnd--></div><!--QuoteEEnd-->
    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.
  • RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
    I guess I'd have to agree with you that playing in *generally* dark maps is bad. At the same time I think that if you have ~90% of the map in highly visible light, the other parts of it (especially ninja vents like the one on Nexus) wouldn't necessarily be bad for gameplay.

    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.
  • DominingDomining Join Date: 2007-09-27 Member: 62452Members
    <!--quoteo(post=1674356:date=Mar 26 2008, 05:27 PM:name=Radix)--><div class='quotetop'>QUOTE(Radix @ Mar 26 2008, 05:27 PM) <a href="index.php?act=findpost&pid=1674356"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->
    That would be cool, but I'm afraid that won't fit very high on Team Cleveland's list of priorities.
  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->What about if DI acted as a kind of translucent gunk, like a filter that created slightly distorted/yellow-orange tinted lights (slightly enough to make seeing alittle more difficult) and in a hugely overgrown area, the lights would be covered to a dim black lighting.

    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.
  • microcosmmicrocosm Join Date: 2003-12-06 Member: 24059Members, Constellation, NS2 Playtester
    edited March 2008
    NS2 marines have learned, and all carry halogen fog lamps with them to make sure there is no issue seeing the Kharaa
  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    how do the these lamps work then, explain further
  • aNytiMeaNytiMe Join Date: 2008-03-31 Member: 64007Members, Constellation
    They are 500,000 WATT fusion powered yellow light interrogation devices which will make even your skeleton cast a shadow.
  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    yes, but how will it effect and be used ingame


    nice 'skeleton shadow' thing <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    It's a joke, mate.
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