Natural Selection 2 News Update - ModDB interview with KungFuSquirrel

FlayraFlayra Game Director, Unknown Worlds EntertainmentSan Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
Please post comments on the topic Natural Selection 2 News Update - ModDB interview with KungFuSquirrel here
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  • ia-spideria-spider Join Date: 2003-12-14 Member: 24379Members, Constellation
    Can't wait to get home to read it
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    edited April 2009
    I didn't think it was possible for me to anticipate the NS2 editor any more highly... then I read this interview. You guys are such a tease ^^ If UWE want someone to write an introduction or tutorial for it I happily volunteer.

    I find myself a little bit disappointed that we wont be seeing an official map in the art style of Eclipse, it really was one of the defining visuals from NS.

    What did KFS mean about north facing marine spawns?
  • PricePrice Join Date: 2003-09-27 Member: 21247Members
    edited April 2009
    oh, he was the man behind that two great maps, cool, i hope you do a remake for ns2!
  • DooGieDooGie Join Date: 2005-01-10 Member: 34531Members, Constellation
    Two of the best maps in NS1 no doubt. I'd like to see remakes of them in NS2 and also new stuff with similarities ;d. Nice work!
  • GaidinTSGaidinTS Join Date: 2003-08-10 Member: 19319Members, Constellation, Reinforced - Shadow
    <!--quoteo(post=1705135:date=Apr 17 2009, 10:53 AM:name=ChromeAngel)--><div class='quotetop'>QUOTE (ChromeAngel @ Apr 17 2009, 10:53 AM) <a href="index.php?act=findpost&pid=1705135"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What did KFS mean about north facing marine spawns?<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think the main reason for doing this is so that from the commander's perspective (and for the minimap), you always know that the marine spawn is at the bottom (south end) of the map.
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    Awesome interview guys, was a good read into things.
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Our sexy next-gen vent2 equivalent is 32 units and 256 pixels tall - the same height as a wall texture from NS1.<!--QuoteEnd--></div><!--QuoteEEnd-->
    For non-mappers out there, vent2 was every mapper's favorite texture from ns1. <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    edited April 2009
    <!--quoteo(post=1705143:date=Apr 17 2009, 06:21 PM:name=GaidinTS)--><div class='quotetop'>QUOTE (GaidinTS @ Apr 17 2009, 06:21 PM) <a href="index.php?act=findpost&pid=1705143"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think the main reason for doing this is so that from the commander's perspective (and for the minimap), you always know that the marine spawn is at the bottom (south end) of the map.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Hmm. Seems just as easy to have Flayra align the commanders view when he logs in, to be from his starting tech node to the enemies starting tech node. Seems to make more sense that way, as you could have multiple start points and multiple commanders. That way every commander (regardless of team) is advancing "up" the screen.

    Of course it might make sense to have 2ndry commanders adopt the 1st commanders view, so voice comm directions share common headings.
  • GaroGaro Join Date: 2005-01-07 Member: 33134Members, Constellation, NS2 Playtester, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Silver, Subnautica Playtester
    I'm a bit disappointed because I find eclipse and veil to be way too simple maps for my taste. I like more machina and bast, for example, because they are both so big, complex and you literally can lost into them. Hopefully NS2 maps will look more like machina than eclipse, both by textures and map layout. =)

    Thanks,

    - Garo
  • remiremi remedy [blu.knight] Join Date: 2003-11-18 Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
    <!--quoteo(post=1705152:date=Apr 17 2009, 02:53 PM:name=ChromeAngel)--><div class='quotetop'>QUOTE (ChromeAngel @ Apr 17 2009, 02:53 PM) <a href="index.php?act=findpost&pid=1705152"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hmm. Seems just as easy to have Flayra align the commanders view when he logs in, to be from his starting tech node to the enemies starting tech node. Seems to make more sense that way, as you could have multiple start points and multiple commanders. That way every commander (regardless of team) is advancing "up" the screen.

    Of course it might make sense to have 2ndry commanders adopt the 1st commanders view, so voice comm directions share common headings.<!--QuoteEnd--></div><!--QuoteEEnd-->
    The problem with rotating the commander's view like this is that something that some architecture that looks fine from one direction might block the commander from interacting with a crucial area from another.
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    It would be cool to eventually see a remake of eclipse/veil or tanith, except with more NS2 flavor. I'm sure you can stretch whatever story NS2 has to make it work.
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    Lol, I used vent2 over 600 times in Nexus, and never cared to look at the name.

    Who looks at texture names anyways? Hasn't that been kinda obsolete since we got preview pics sometime back in the 2nd millenium??
  • thomasjthomasj Join Date: 2008-12-21 Member: 65823Members
    Nice interview. Can't wait to get my hands on the editor.
  • TheNinthPlayerTheNinthPlayer Join Date: 2002-05-20 Member: 637Members, Constellation
    Thx for the link!

    btw, in case anyone hasn't seen it, there is another, older, interview at <a href="http://news.bigdownload.com/2008/10/27/interview-unknown-worlds-talks-about-natural-selection-2/" target="_blank">http://news.bigdownload.com/2008/10/27/int...al-selection-2/</a>

    I don't recall that one ever being posted on the sites news feed.
  • azzwacb9001azzwacb9001 Join Date: 2008-11-14 Member: 65445Members, Constellation
    KongFuSquirrel?
    功夫松鼠???
  • TwiStErTwiStEr Join Date: 2008-11-10 Member: 65415Members, Reinforced - Shadow
    after reading this my first thought was: "For Gods sake, release something already ..... gimme gimme gimme" <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    Cant wait guys .... Im so excited about this game.
  • hokaheyhokahey Join Date: 2008-01-31 Member: 63544Members
    edited April 2009
    Nice maps for ns1 indeed BUT

    I and all Team Fortress 2 have a not so good experience with a old map who we likes in past, called 2fort5

    Team fortress is similar to NS, its a mod for a game like NS and have the maps for this mod. QuakeWorld - TF, Half-Life - Team Fortress Classic and now Team Fortress 2 the game with the same map, 2fort.

    In QWTF we like so much this maps, but now... in TF2 this is a map who nobody wants to play anymore...

    Maybe.. NS2 can bring more new maps and leave some old maps for the last, this is, on my view, a good choice to renew the people who play the new game, after all its a game now <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    I love that maps... and i will wait for NS2, this is just a sugestion/opinion <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • juicejuice Join Date: 2003-01-28 Member: 12886Members, Constellation
    <!--quoteo(post=1705195:date=Apr 18 2009, 09:13 AM:name=hokahey)--><div class='quotetop'>QUOTE (hokahey @ Apr 18 2009, 09:13 AM) <a href="index.php?act=findpost&pid=1705195"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Maybe.. NS2 can bring more new maps and leave some old maps for the last, this is, on my view, a good choice to renew the people who play the new game, after all its a game now <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah I agree hokahey, new maps are great for the release, while remakes are better post release to bring back nostalgia.
  • Knight_actualKnight_actual Join Date: 2003-11-11 Member: 22603Members
    Seeing the pics of veil and eclipse reminds me that I played NS1 back in college, that it's been 4 years, and that I'm going to be too old when this game finally comes out. <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
  • StinkyStinky Join Date: 2007-12-16 Member: 63182Members
    Vent2 works with everything. Vent2 is the new black.
    Good interview, KungFuSquirrel.

    Eclipse and Veil were absolutely fantastic maps, but, as stated, they were a bit similar. Hopefully having one main mapper will not limit the amount of variety between maps when the game first ships.
  • PhlashPhlash Join Date: 2008-02-18 Member: 63674Members, Constellation
    Great interview. I just hope that the amount of variety is greater than in NS1. A lot of the levels had a similar feel, and sometimes it was just too similar. Hopefully KFS realizes this and adjusts his level designs accordingly.
  • Mr_CharismaMr_Charisma Join Date: 2003-01-26 Member: 12748Members, NS1 Playtester
    I think that how KFS explained the robustness of the new engine shows they will be probably experimenting with more variety within and between maps. Was a great read, keep the info coming <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />.
  • HoAxHoAx Join Date: 2004-02-10 Member: 26347Members
    nice! I will be looking for ns_nancy <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
  • kingmobkingmob Join Date: 2002-11-01 Member: 3650Members, Constellation
    Great interview.

    My next request would be a vid or even text of editor feature implemented.
  • GaidinTSGaidinTS Join Date: 2003-08-10 Member: 19319Members, Constellation, Reinforced - Shadow
    <!--quoteo(post=1705223:date=Apr 18 2009, 01:59 PM:name=Knight_actual)--><div class='quotetop'>QUOTE (Knight_actual @ Apr 18 2009, 01:59 PM) <a href="index.php?act=findpost&pid=1705223"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Seeing the pics of veil and eclipse reminds me that I played NS1 back in college, that it's been 4 years, and that I'm going to be too old when this game finally comes out. <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
    Too old? Are you kidding me? When I'm in a nursing home and in diapers, I will demand that they let me have a computer with an internet connection so I can still play ns (and hopefully NS2 by then).
  • DrownDrown Underwater Join Date: 2002-12-02 Member: 10392Members
    can't wait to get hands on with editor and start generating some maps
  • hokaheyhokahey Join Date: 2008-01-31 Member: 63544Members
    i was thinking about the code... 4 years of source/code... :-/
  • airyKairyK Join Date: 2002-12-19 Member: 11126Members
    No eclipse/veil remake in ns2 at release? Now I'm just disappointed <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" /> At least come out with veil please please ? ;o... oh well.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    <!--quoteo(post=1705448:date=Apr 22 2009, 01:43 AM:name=airyK)--><div class='quotetop'>QUOTE (airyK @ Apr 22 2009, 01:43 AM) <a href="index.php?act=findpost&pid=1705448"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No eclipse/veil remake in ns2 at release? Now I'm just disappointed <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" /> At least come out with veil please please ? ;o... oh well.<!--QuoteEnd--></div><!--QuoteEEnd-->Rest assured, someone will begin work on it as soon as the NS2TR has its widescale release.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    vent2 is indeed a powerful trim texture, however I have not used it I hink... I was more of a cutting up other large textures for their goodies kind of texturer, to get somewhat unique trims and shizzle.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->but with one awesome addition. You will be seeing a powerful geometry editor<!--QuoteEnd--></div><!--QuoteEEnd-->
    Can I have a WHOOT! So this means no more vertex editing till your eyes bleed? <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
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