Principals of design

HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
<div class="IPBDescription">We can learn a lot from other games...</div>Well...it's pretty simple...we can learn a damm lot from professional games... that is not to say "copy them" but, the principals of lighting and so on (particularly lighting and general ambience) is very very important to the mood of the map..

Take for example Kreed...I just had a gander at the tech demo and it blew me away...sure, it's engine can handle more poly's - but the same ideas and motivation behind their design is what should be driving us....

Heres some screenies to show you what I mean by good level design....
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Comments

  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    Holy ####...that is incredibly sweet.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    Yeah, those pics are just incredible.  If we could get lighting and ambient design like that in our maps, we'll be all set.  I think we're doing that now for the most part.

    And what game is that again?  Kreed?  Never heard of it.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Greedo,
    If I'm not mistaken (I could be), Kreed it being designed by a German ( ? ) developer. I forgot where I saw it first, but it was a while ago... Can't remember any names.

    I think something that we all need to realize and remember is that it is in fact the new lighting engines that make these next gen games look so amazing. Much much more than the amount of plolys it can handle. Comparing Half-Life's lighting engine to the new next gen ones is like comparing a worm to a man to put it bluntly.

    While it is a very good thing to be inspired and try to do similar things with your NS map lighting, it is - and always will be - quite impossible to recreate the kind of lighting in these screens (in the hl engine). As new engines come out, they don't just allow an increase in the # of poly's your games can handle... It really is the lighting engine that makes titles like Kreed and Doom3 look so realistic and awe inspiring.

    As an example, the intricate little detailed shadows that stick out so much in these shots are near <b>impossible</b> to recreate in HL's engine. You just simply are not going to see this kind of stuff in NS.

    But yes, we should all be inspired by the mood these shots set and at least try and recreate the atmosphere the best we can... because it really is great.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    <b>Russian</b>, not German. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    Kreed is being developed by <a href="http://www.burut.ru/" target="_blank">Burut Software</a>, a Russian developer.

    But again, it is the lighting and its shadows that make those shots look so amazing (not polys), and the lighting engine is responsible for that (err... yeah...). Half-Life's lighting engine can not even produce similar shadows. Trust me, I've tried.
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    "Ours is not to question why (or how), Ours is but to do and die (or map)"

    It's actually quite simple to do a bit of trickery and make shadows like that in hl engine.....textures that have the shadow on it <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
    sounds silly but it actually looks quite effective...
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    Suggest we should port NS to new engine <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo--> Nah, I know our mappers will come through in fine fashion, specially now we have a level to beat in design! <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    <!--QuoteBegin--HanzGruber+Feb. 24 2002,20:36--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (HanzGruber @ Feb. 24 2002,20:36)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->It's actually quite simple to do a bit of trickery and make shadows like that in hl engine.....textures that have the shadow on it <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
    sounds silly but it actually looks quite effective...<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    I just started thinking along the same lines there... only with shadows as decals.

    Putting the shadows directly on the textures flat out is one of the best ideas I've heard in a long time.

    Such a simple concept. But can you imagine to work involved? <i>I want to do it.</i> <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    ken, oh ye of little dedication...

    I mean come on....if someone wants nice looking funky shadows for 1 or 2 projected lights....it's a way to do it!
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Heck, I could program in projected textures like this.  Or I could add translucent "decals" so you could fake shadows like that.  I don't have time to add in eye candy like this for v1.0, but that stuff could come in the future.  Also, when TF2 comes out, we will probably be able to port NS to that engine for a HUGE graphical upgrade.

    Thanks for posting these shots, it really helps to keep your sights set high.  I think the HL engine can get a LOT closer to these shots then you might think.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    <!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->ken, oh ye of little dedication...

    I mean come on....if someone wants nice looking funky shadows for 1 or 2 projected lights....it's a way to do it!<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    Heh, I said "I <b>want</b> to do it." <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> I like the idea, in other words.
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    oh, reaaaaaally....I took your <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> as a sign of sarcasm.... my bad...

    <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    hey what a good idea with those textures, wonder why no-one ever thought about that before
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    While you CAN add shadows like that fairly easily to the HL engine, the problem arises in the lighting itself. Whatever method you use, the current lighting system is the real limitation, as ken mentioned. You can have all the nice shadows you want, but the lighting won't fit very naturally. This seems to be more a limitation in the compile process than in the map's lighting method itself. I could be wrong, though, of course. But either way, lighting is still key. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • InfinityInfinity And beyond&#33; Join Date: 2002-01-25 Member: 50Members
    flayra, if u port ns to the tf2 engine, will good ol hl engine be totally forgotten ? some of us dont have leet coms yet
  • SpoogeSpooge Thunderbolt missile in your cheerios Join Date: 2002-01-25 Member: 67Members
    Hehe, you don't really think that TF2 is coming out any time soon do you?  You think Flayritis is bad, the TF2 syndrome has actually turned people inside-out!
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    I have come to the conclusion that TF2 has been slotted on the shelf along side Duke Nukem Forever and the broadband adaptor for Dreamcast.

    Valve has taken it's time with things before and to some extent people are thankful for the extra thought and work put into their releases. But, speaking for the broader community, we are sick of them kicking the hl horse - well and truly after the horse has died.

    This is not a dig at NS - modding is a completely different issue. Valve needs to get their ### into gear and release some new titles and not just another
    "Half-Life: The Black Mesa Incident From the Perspective of a Headcrab".

    Rant rant rant rant

    Oooooh, off topic!
  • Hida_TsuzuaHida_Tsuzua Lamarck&#39;s Heir Join Date: 2002-01-25 Member: 79Members, NS1 Playtester
    <!--QuoteBegin--HanzGruber+Feb. 25 2002,14:56--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (HanzGruber @ Feb. 25 2002,14:56)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->"Half-Life: The Black Mesa Incident From the Perspective of a Headcrab".<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    I want that!  /me goes off to kill some scientists.  <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Christ I'm sick of people bitching about Valve when they've done nothing but support the biggest FPS community thus far while STILL working on their other projects. It's not like Valve is a 5-person company that just sets their other projects aside to release a new patch or something. They have plenty of people to spread around on *gasp* multiple projects! And the people who ##### about Valve milking the HL franchise... All they did is release HL, associated patches, and convert CS to retail. Gearbox made Opposing Force and Blue Shift, and the Valve team (that wasn't working on other projects) merely aided the CS team get the final additions that made CS into a retail venture.

    As far as TF2's development, it's still spent less time in development than a number of other games that have been released (or are still in development), and last I checked was in the middle of a complete engine overhaul. Not something that can happen just overnight. And the media blackout they currently have? Excellent idea, too bad they didn't get that idea from the start. Who would be bitching if TF2 spent just as much time in development but we hadn't seen anything of it in the process?

    I'm sorry to go off like this, but it pisses me royally the hell off to see this kind of response to the company that gave us the very game being modified to give us this great mod in Natural Selection. See any other companies continuously adding new features to their games? See any other companies with mod expos? I sure as hell don't. This entire community has been so spoiled by what we've been given by Valve and Gearbox so far, and our thanks to them is continuously bitching about how they're 'milking' the HL series. And most of those are the same ones who will see the next TF2 screens and be "OMG, Valve, I luv you!" HL wasn't a fluke -- these guys know what they're doing.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    I totally agree with you there Andrew. It really frustrates me when people are so narrowminded to think that Valve is just sitting around patching up Half-Life... Do they really think that the company isn't doing anything else? Do they think that Valve thinks that they can just sit back and milk more money out halflife until the end of time? No, they don't. There's a difference between not doing anything new, and <i>not telling anyone about it.</i> Valve is going to shock every single person in the gaming community as a whole when they release their next game. <i>I can guarantee you.</i>
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    can't wait...
    hope the new engine (i asume they'll continue working on the former quake engine) supports reflective surfaces and runs as smoothly as unreal tournament but is as easy to map for as this engine...blabla bla bla.....engine....bla bla blaa blablablaa....

    sorry! Of topic i guess
    EDIT: I take that back it wasn't off topic:)
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Doctopepa,
    Valve has stated <i>several</i> times that they are <b>not</b> going to be using an enhanced Quake engine anymore, and that they are in fact creating their own game engine for upcoming games. I can assure you that reflective surfaces will be one of the least noticable features of the engine. TF2/HL2 will look nothing like what we are used to today... At least HL2 won't. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    But really, Valve is definately <b>not</b> going to be using a souped up Quake engine for TF2. Those old shots are completely obsolete.

    Just so everyone is straight on that issue... <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    /me hands out chill pills
  • MuuMuu Join Date: 2002-01-24 Member: 23Members
    <b>You guys realy know now to go off topic! Anyway with reference to the original Kreed shots(which looks very much like q3 to me) and thier intresting lighting, Ive been trying to create something similar for a long time and had settled with this Note it looks much better with overbright
    <img src="http://mumuland.co.uk/ns/map/ns_jewel/coridor10009.jpg" border="0">
    Until I saw those kreed shots and dicided to see if I could do better using the lighting engine,
    <img src="http://mumuland.co.uk/ns/map/ns_jewel/coridor10010.jpg" border="0">
    What do you think? I'm still playing with it but I dont think I'll get it much better - perhaps a little sharper, it dosnt require changing rad settings much eather.</b>
  • mr_Nebelmr_Nebel Join Date: 2002-01-24 Member: 36Members
    WOAH! i'm guessing the first one is a func_illusionary?
    But why go to the second way when the first looks so much nicer?
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