<!--quoteo(post=1630067:date=May 30 2007, 10:45 AM:name=KainTSA)--><div class='quotetop'>QUOTE(KainTSA @ May 30 2007, 10:45 AM) [snapback]1630067[/snapback]</div><div class='quotemain'><!--quotec--> I believe he's talking about the monorail in that quote. Wasn't something called the BUS planned for NS1 a while ago? I remember something secretive. Was that going to be a monorail that just didn't work out? My memory is a little foggy on it. <!--QuoteEnd--></div><!--QuoteEEnd-->
"Today's picture is a dramatic revisit of Cory's love of lava. This is something he wanted to get into the original NS, though it never quite made it the way he wanted it. "
That's the whole quote; it's pretty clear they're talking about lava.
And BUS was renamed Nexus. It was supposed to change the way we think about games or something like that. Hardly a monorail.
AWESOME piece of art ! <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" /> Continue with those kind of news, we like that!
And btw, I was wondering if in NS2 the kharaa would still be able to "open" and "activate" doors/rail car via computer systems ?!
<!--quoteo(post=1630091:date=May 30 2007, 09:32 PM:name=Dullgarian)--><div class='quotetop'>QUOTE(Dullgarian @ May 30 2007, 09:32 PM) [snapback]1630091[/snapback]</div><div class='quotemain'><!--quotec--> AWESOME piece of art ! <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" /> Continue with those kind of news, we like that!
And btw, I was wondering if in NS2 the kharaa would still be able to "open" and "activate" doors/rail car via computer systems ?! <!--QuoteEnd--></div><!--QuoteEEnd-->
Wild guess: Khaara cannot use switches anymore. Instead doors will automatically open, when dynamic infestation has reached a certain computer terminal. Same for everything else, that was triggered by the player in NS1.
<!--quoteo(post=1630096:date=May 30 2007, 07:48 PM:name=Faskalia)--><div class='quotetop'>QUOTE(Faskalia @ May 30 2007, 07:48 PM) [snapback]1630096[/snapback]</div><div class='quotemain'><!--quotec--> Wild guess: Khaara cannot use switches anymore. Instead doors will automatically open, when dynamic infestation has reached a certain computer terminal. Same for everything else, that was triggered by the player in NS1. <!--QuoteEnd--></div><!--QuoteEEnd-->
To do that Khaara will need a cheap(3-4-5 res) Infestation chamber, that helps the spreading of the infestation...With this, it can be a really awesome thing:D It'd change gameplay dramatically <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Just imagine: One fade rushes in, 2 slash, the rines are now without armor, the skulks bunnyhoppin in and take the rines down, then finally a gorge shows up and drops an infestation chamber (it would be great to drop them on walls:D) on the wall, or in a small corner, build it, then the infestation spreads quick.
<!--quoteo(post=1629914:date=May 30 2007, 02:14 AM:name=R_e_n_e_g_a_d_e)--><div class='quotetop'>QUOTE(R_e_n_e_g_a_d_e @ May 30 2007, 02:14 AM) [snapback]1629914[/snapback]</div><div class='quotemain'><!--quotec--> I'm a little apprehensive about this new "insect" feel to Marine technology. I can understand the "dirty-tech" feel ( i.e. Mad Maxx, Dune, etc), but I think this might be slipping too much into the "insect/arachnid" feel (i.e. The Matrix). <!--QuoteEnd--></div><!--QuoteEEnd-->
Well, technically, the concepts for the rail car, as well as the other machinery concepts I worked on previously, are not Marine technology, but rather machines used by the inhabitants of the spaceships/stations/factories/ before the marines (and Kharaa) arrive. That said, we have always tried to work in an organic visual style into NS. We want the environments to feel alive, and designing machinery that hints at an animal/insect form compliments that goal.
I wouldn't say that the insect feel is "new" to NS2. The original marine armor and helmet have elements that resemble a carapace, and there are other insectoid bits worked into some of the marine structures as well.
Additionally, I don't see a large amount of these recent designs having a specifically insectoid look. From the rail car concepts I really only see two of the designs (#5 and 6), which have that insect feel. The large machine structure that was posted a while back was designed to feel like some hulking creature, but I don't see it as having a insect/arachnid look.
I appreciate your concern, and believe me, the last thing I want is to design NS2 to look like The Matrix. But I feel that, while certainly pulling inspiration from a wide variety of movies, games, and "real life", we are remaining true to the NS look. If anything, we are adhering more closely to the visual look we'd always wanted for the original game, but didn't always achieve due to lack of much concepting in the pre production phase, and not enough emphasis on a defined set of visual guidelines to insure a consistent look to all the assets and maps created.
<!--quoteo(post=1630019:date=May 30 2007, 03:45 PM:name=TychoCelchuuu)--><div class='quotetop'>QUOTE(TychoCelchuuu @ May 30 2007, 03:45 PM) [snapback]1630019[/snapback]</div><div class='quotemain'><!--quotec--> Man, what do you mean, "This is something he wanted to get into the original NS, though it never quite made it the way he wanted it?" The lava in Machinima or whatever worked great and looked almost exactly like that picture. <!--QuoteEnd--></div><!--QuoteEEnd-->
To clarify, I never actually said that there wasn't lava/molten metal in any of the NS maps, or that they weren't done the way I wanted. I can't speak about Machinima specifically, since I haven't had a chance to play on that map yet, but I know the "lava" textures I created were used, and definately looked pretty cool in some of the maps, which is why I knew this concept of the rail car in a lava room would fit into the existing NS environment look. I think that what Charlie is referring to in that post is that early on in the exploratory phase of NS we concepted some lava areas that never made it into the game in their original form, and we never had the time or ability to do all the nescessary related effects to really make it work as well as we'd like.
KassingerShades of greyJoin Date: 2002-02-20Member: 229Members, Constellation
Little did I know that NS2 is turning out to be a competitor of Firaxis' <i>Sid Meier's Railroads!</i>. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Wow, these concepts are fantastic world building. If lots of these ideas are realized in the levels and gameplay of NS2, it should make for some immersive gameplay. And all this helps remind me that NS2 will be a strong title as a stand alone game, and not "just" a great mod as NS1 was. I'm so proud for you guys. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Would love to see part 4/4 as an in-game movie, or something <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
I could just so see my sulk trying to out run a rail car and leaping thru that ring and down into the unknown magma below as the rail car goes over head, praying not to be skunded by a bullet or missing the one steel beam that will save my life as my adrenaline energy bar runs barren.
Cory you should add ballsockets to the place were the platform attaches to the rails so they can turn around curvy corners on the tracks easily <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" /> Would make them even more flexible and they would look even more futuristic.
It would definitely be cool if you could actually derail the rail car over the lava. That would be one hell of a sweet multi-kill. But it would probably cause too much confusion of the cars could be derailed.
Yeah and an onos (assuming they are in NS2) might have quite a hard time walking the ballance beam tracks out to the lava. I can picture it now <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Amazing work, looks awesome and should add an interesting twist to some maps <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
The <img src="style_emoticons/<#EMO_DIR#>/tiny.gif" style="vertical-align:middle" emoid="::onos::" border="0" alt="tiny.gif" /> returns!
What I'm getting from this picture is that NS2 will have lots of new elements (monorail) while keeping to its roots (onos). Which is exactly as it should be <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Oh frack, that <img src="style_emoticons/<#EMO_DIR#>/tiny.gif" style="vertical-align:middle" emoid="::onos::" border="0" alt="tiny.gif" /> is HUGE! Just like it should be. I love =)
Comments
I believe he's talking about the monorail in that quote. Wasn't something called the BUS planned for NS1 a while ago? I remember something secretive. Was that going to be a monorail that just didn't work out? My memory is a little foggy on it.
<!--QuoteEnd--></div><!--QuoteEEnd-->
"Today's picture is a dramatic revisit of Cory's love of lava. This is something he wanted to get into the original NS, though it never quite made it the way he wanted it. "
That's the whole quote; it's pretty clear they're talking about lava.
And BUS was renamed Nexus. It was supposed to change the way we think about games or something like that. Hardly a monorail.
And btw, I was wondering if in NS2 the kharaa would still be able to "open" and "activate" doors/rail car via computer systems ?!
AWESOME piece of art ! <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" /> Continue with those kind of news, we like that!
And btw, I was wondering if in NS2 the kharaa would still be able to "open" and "activate" doors/rail car via computer systems ?!
<!--QuoteEnd--></div><!--QuoteEEnd-->
Wild guess: Khaara cannot use switches anymore. Instead doors will automatically open, when dynamic infestation has reached a certain computer terminal. Same for everything else, that was triggered by the player in NS1.
Wild guess: Khaara cannot use switches anymore. Instead doors will automatically open, when dynamic infestation has reached a certain computer terminal. Same for everything else, that was triggered by the player in NS1.
<!--QuoteEnd--></div><!--QuoteEEnd-->
To do that Khaara will need a cheap(3-4-5 res) Infestation chamber, that helps the spreading of the infestation...With this, it can be a really awesome thing:D It'd change gameplay dramatically <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Just imagine: One fade rushes in, 2 slash, the rines are now without armor, the skulks bunnyhoppin in and take the rines down, then finally a gorge shows up and drops an infestation chamber (it would be great to drop them on walls:D) on the wall, or in a small corner, build it, then the infestation spreads quick.
thanks for the updates flayra.
<a href="http://www.unknownworlds.com/blog/2007/05/natural_selection_2_rail_car_c_3.html" target="_blank">Day 3 of 4</a>. Now we're getting somewhere!
<!--QuoteEnd--></div><!--QuoteEEnd-->
wow, that looks amazing
I'm a little apprehensive about this new "insect" feel to Marine technology. I can understand the "dirty-tech" feel ( i.e. Mad Maxx, Dune, etc), but I think this might be slipping too much into the "insect/arachnid" feel (i.e. The Matrix).
<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, technically, the concepts for the rail car, as well as the other machinery concepts I worked on previously, are not Marine technology, but rather machines used by the inhabitants of the spaceships/stations/factories/ before the marines (and Kharaa) arrive. That said, we have always tried to work in an organic visual style into NS. We want the environments to feel alive, and designing machinery that hints at an animal/insect form compliments that goal.
I wouldn't say that the insect feel is "new" to NS2. The original marine armor and helmet have elements that resemble a carapace, and there are other insectoid bits worked into some of the marine structures as well.
Additionally, I don't see a large amount of these recent designs having a specifically insectoid look. From the rail car concepts I really only see two of the designs (#5 and 6), which have that insect feel. The large machine structure that was posted a while back was designed to feel like some hulking creature, but I don't see it as having a insect/arachnid look.
I appreciate your concern, and believe me, the last thing I want is to design NS2 to look like The Matrix. But I feel that, while certainly pulling inspiration from a wide variety of movies, games, and "real life", we are remaining true to the NS look. If anything, we are adhering more closely to the visual look we'd always wanted for the original game, but didn't always achieve due to lack of much concepting in the pre production phase, and not enough emphasis on a defined set of visual guidelines to insure a consistent look to all the assets and maps created.
<!--quoteo(post=1630019:date=May 30 2007, 03:45 PM:name=TychoCelchuuu)--><div class='quotetop'>QUOTE(TychoCelchuuu @ May 30 2007, 03:45 PM) [snapback]1630019[/snapback]</div><div class='quotemain'><!--quotec-->
Man, what do you mean, "This is something he wanted to get into the original NS, though it never quite made it the way he wanted it?" The lava in Machinima or whatever worked great and looked almost exactly like that picture.
<!--QuoteEnd--></div><!--QuoteEEnd-->
To clarify, I never actually said that there wasn't lava/molten metal in any of the NS maps, or that they weren't done the way I wanted. I can't speak about Machinima specifically, since I haven't had a chance to play on that map yet, but I know the "lava" textures I created were used, and definately looked pretty cool in some of the maps, which is why I knew this concept of the rail car in a lava room would fit into the existing NS environment look. I think that what Charlie is referring to in that post is that early on in the exploratory phase of NS we concepted some lava areas that never made it into the game in their original form, and we never had the time or ability to do all the nescessary related effects to really make it work as well as we'd like.
Thanks for all the comments, guys.
Wow, these concepts are fantastic world building. If lots of these ideas are realized in the levels and gameplay of NS2, it should make for some immersive gameplay. And all this helps remind me that NS2 will be a strong title as a stand alone game, and not "just" a great mod as NS1 was. I'm so proud for you guys. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Thx again for the paintings.
Would love to see part 4/4 as an in-game movie, or something <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
I could just so see my sulk trying to out run a rail car and leaping thru that ring and down into the unknown magma below as the rail car goes over head, praying not to be skunded by a bullet or missing the one steel beam that will save my life as my adrenaline energy bar runs barren.
keep at it up unknown worlds.
Hmmm I can already smell the atmophere...
Rrr...
Im in love again <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
He's back and he's angry...
But I'd like a new onos design, more "aliens" and more terrifying, not the same "rhino" style.
<a href="http://www.natural-selection.hu" target="_blank">http://www.natural-selection.hu</a>
What I'm getting from this picture is that NS2 will have lots of new elements (monorail) while keeping to its roots (onos). Which is exactly as it should be <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
- Garo