Dynamic Infestation

friggestfriggest Join Date: 2008-02-04 Member: 63578Members
<div class="IPBDescription">How it affects water</div>Since water is a big part of certain NS maps.
What will be the affect of infestation on water?

Will it grow over it, under it. (seems to be over it, because fire cannot affect water.) or not at all?

If it grows over it, can aliens pass through but not marines?

Can marines walk on it, or will they get stuck in some quick sand thing?

I'm not sure what I want, but that i want it to affect the game play somehow. it doesn't have to be much, it could even be visual only.

What do you think devs? Any ideas?

Comments

  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    great question,

    i'd say it would turn the water into a swamp like substance, but once you flame the infestation around the water , the water will clear up - wow imagine the trasition effect <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • J!J! NS2 Artist Join Date: 2004-11-14 Member: 32788Members, Retired Developer, NS1 Playtester
    edited March 2008
    We may not allow water (at least say, more than an inch or two) in NS2. If NS has taught us anything it's that water causes lots of problems, and seems to be more trouble than it's worth.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    edited March 2008
    <!--quoteo(post=1674190:date=Mar 25 2008, 05:47 AM:name=J!)--><div class='quotetop'>QUOTE(J! @ Mar 25 2008, 05:47 AM) <a href="index.php?act=findpost&pid=1674190"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->We may not allow water (at least say, more than an inch or two) in NS2. If NS has taught us anything it's that water causes lots of problems, and seems to be more trouble than it's worth.<!--QuoteEnd--></div><!--QuoteEEnd-->Pity you'd take such a black and white view of it. It's fine if used in small doses (i.e. not how it's used in Bast, more like how it's used in Origin or Ayumi).

    Deep water can be used to create a bias towards Aliens, since all Aliens except Onos and Gorge can pass over water without being slowed down, but Marines (except Jetpackers) suffer a movement penalty. Water also gives aural indicators of the location of an enemy, much like a door or elevator. While it's true that shallow water also gives off sound cues, it doesn't hinder movement, so the combination isn't as treacherous.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1674195:date=Mar 25 2008, 04:49 AM:name=Crispy)--><div class='quotetop'>QUOTE(Crispy @ Mar 25 2008, 04:49 AM) <a href="index.php?act=findpost&pid=1674195"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Pity you'd take such a black and white view of it. It's fine if used in small doses (i.e. not how it's used in Bast, more like how it's used in Origin or Ayumi).

    Deep water can be used to create a bias towards Aliens, since all Aliens except Onos and Gorge can pass over water without being slowed down, but Marines (except Jetpackers) suffer a movement penalty. Water also gives aural indicators of the location of an enemy, much like a door or elevator. While it's true that shallow water also gives off sound cues, it doesn't hinder movement, so the combination isn't as treacherous.<!--QuoteEnd--></div><!--QuoteEEnd-->
    A bit OT but I'd forgotten about the water in Origin. It took me a moment to remember where it was.

    I think small deep pools like Origin or shallow pools like in sewer hive are good. Watching DI spread across water or along the floor discoloring the water above it would look great.

    Speaking of aural indicators, will DI have it's own squishy noise when you step on it? Should it be louder for marines and quieter or kharaa?
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    <!--quoteo(post=1674213:date=Mar 26 2008, 12:17 AM:name=locallyunscene)--><div class='quotetop'>QUOTE(locallyunscene @ Mar 26 2008, 12:17 AM) <a href="index.php?act=findpost&pid=1674213"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Watching DI spread across water or along the floor discoloring the water above it would look great.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Like algae?

    <!--quoteo(post=1674213:date=Mar 26 2008, 12:17 AM:name=locallyunscene)--><div class='quotetop'>QUOTE(locallyunscene @ Mar 26 2008, 12:17 AM) <a href="index.php?act=findpost&pid=1674213"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Speaking of aural indicators, will DI have it's own squishy noise when you step on it? Should it be louder for marines and quieter or kharaa?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Like.. moss?
  • J!J! NS2 Artist Join Date: 2004-11-14 Member: 32788Members, Retired Developer, NS1 Playtester
    edited March 2008
    <!--quoteo(post=1674195:date=Mar 25 2008, 06:19 PM:name=Crispy)--><div class='quotetop'>QUOTE(Crispy @ Mar 25 2008, 06:19 PM) <a href="index.php?act=findpost&pid=1674195"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Pity you'd take such a black and white view of it. It's fine if used in small doses (i.e. not how it's used in Bast, more like how it's used in Origin or Ayumi).

    Deep water can be used to create a bias towards Aliens, since all Aliens except Onos and Gorge can pass over water without being slowed down, but Marines (except Jetpackers) suffer a movement penalty. Water also gives aural indicators of the location of an enemy, much like a door or elevator. While it's true that shallow water also gives off sound cues, it doesn't hinder movement, so the combination isn't as treacherous.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I agree that water has its uses. The problem is that, given our very limited resources, it doesn't really pass our bang-for-buck test. However, that's not to say we couldn't add it in later.
  • DominingDomining Join Date: 2007-09-27 Member: 62452Members
    Pardon me for asking, but what exactly makes adding water difficult in Source?
  • J!J! NS2 Artist Join Date: 2004-11-14 Member: 32788Members, Retired Developer, NS1 Playtester
    edited March 2008
    There's a difference between adding water into Source and adding water into NS2.
  • DominingDomining Join Date: 2007-09-27 Member: 62452Members
    <!--quoteo(post=1674280:date=Mar 26 2008, 12:50 AM:name=J!)--><div class='quotetop'>QUOTE(J! @ Mar 26 2008, 12:50 AM) <a href="index.php?act=findpost&pid=1674280"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There's a difference between adding water into Source and adding water into NS2.<!--QuoteEnd--></div><!--QuoteEEnd-->





    Would you like to expand on that?
  • friggestfriggest Join Date: 2008-02-04 Member: 63578Members
    <!--quoteo(post=1674287:date=Mar 26 2008, 01:24 AM:name=Domining)--><div class='quotetop'>QUOTE(Domining @ Mar 26 2008, 01:24 AM) <a href="index.php?act=findpost&pid=1674287"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Would you like to expand on that?<!--QuoteEnd--></div><!--QuoteEEnd-->

    probably just all the problems and coding that come with water. how it affects everything. its probably not very difficult, just time consuming. and on a project thats on a tight budget and schedule, they could do without for now.

    if there are flamethrowers around, aliens should be able to get into some water to put themselves out. thats like flamethrower 101.
  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    napalm? if so, the flame wont go out in water
  • DominingDomining Join Date: 2007-09-27 Member: 62452Members
    <!--quoteo(post=1674331:date=Mar 26 2008, 12:31 PM:name=ryknow69)--><div class='quotetop'>QUOTE(ryknow69 @ Mar 26 2008, 12:31 PM) <a href="index.php?act=findpost&pid=1674331"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->napalm? if so, the flame wont go out in water<!--QuoteEnd--></div><!--QuoteEEnd-->
    This game needs sand.
  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    More planet maps?

    wow, that gives me an idea, on some planet maps, they should have the marines in space suits =P map specific models, for cold, space, no-atmosphere, yada yada, etc

    but sand would be nice
  • kababkabab Join Date: 2003-12-15 Member: 24384Members, Constellation
    It would be a piece of cake to add water that's just purely aesthetic (shallow e.g. no swimming) hell i did it on a project I'm working on the other day in <1hour and i can't even code <img src="style_emoticons/<#EMO_DIR#>/nerd-fix.gif" style="vertical-align:middle" emoid="::nerdy::" border="0" alt="nerd-fix.gif" />
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    <!--quoteo(post=1674257:date=Mar 26 2008, 01:51 AM:name=J!)--><div class='quotetop'>QUOTE(J! @ Mar 26 2008, 01:51 AM) <a href="index.php?act=findpost&pid=1674257"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I agree that water has its uses. The problem is that, given our very limited resources, it doesn't really pass our bang-for-buck test. However, that's not to say we couldn't add it in later.<!--QuoteEnd--></div><!--QuoteEEnd-->Understandable given the circumstances provided mappers have the option to add it in for inaccessible areas, rather than it being removed completely.

    If its to do with the DI system, then there should already be a 'nodinf' point entity, brush-based entity, or material checkbox (if not, why not?) which could be used to cover against dynamic infestation in outside areas. The reflective properties of expensive water in Source, and what that can add to visual map design alone should be reason enough to permit its use in NS2.
  • measlesmeasles Join Date: 2007-02-26 Member: 60122Members, Constellation
    Budget?
    Really?
    Video-game entertainment buisness is the most lucrative market EVER! NS(1) has proved itself to be the most intense valve mod, why would (after all these years of talk) there be a stringent buget!?
    It doesn't seem like a valid excuse.
    But we are talking outer-space here, and I wish to refrain from having a ######!

    Water, electricity, and (what else?) are the elements that the hive settle's upon.
    It is also the life blood of human existence.
    I would imagine D-I would need the presence of both the water and electricity 2 spread.
    I urge you to check your crystal ball once more.. This is a game about two (not so) VERY DIFFERENT LIFEFORMs combatting eachother for ownership of these resources.

    I feel, that if anything, there needs to be more water then there ever was. Whether or not 'player' comes into direct contact with it is another matter.

    Have you considered effect's as; liquid oxygen?
    helium?
  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    Gas canisters around map? More dynamic envirmoment, to go with infest. This will make maps look so pretty, you can even make some of those canisters as map uses, blowing them up, causing certin effects to 'players'.
    Kinda like weld points and breakable lights, except no need for welding, and they dont make the room harder, like adding a gas line, blowing it, causes jetting fire?

    those are good ideas
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1674777:date=Mar 31 2008, 01:54 PM:name=measles)--><div class='quotetop'>QUOTE(measles @ Mar 31 2008, 01:54 PM) <a href="index.php?act=findpost&pid=1674777"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Budget?
    Really?
    Video-game entertainment buisness is the most lucrative market EVER! NS(1) has proved itself to be the most intense valve mod, why would (after all these years of talk) there be a stringent buget!?
    It doesn't seem like a valid excuse.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Because, sadly, the devs can only spend real money and not 'future', 'potential', or 'pretend' money.
  • ArchaicArchaic Join Date: 2008-03-30 Member: 64001Members
    here is a really neat idea...

    What if DI covered the water like a skin, but if something heavy(like a marine <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />) steps onto it they fall through(creating a hole in th DI).
    then the whole skins again and they have to shoot/cut their way out before they drown)

    having DI destructable water pipes and running through the level allow the use of DI as a trap pretty much anywhere
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