Development Blog Update - Unknown Worlds Podcast #23
Max
Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
Comments
Looks great! You even have a view eh?
I noticed the sound of the aircon in this one, gives it that deep space sci-fi feeling already <img src="style_emoticons/<#EMO_DIR#>/nerd-fix.gif" style="vertical-align:middle" emoid="::nerdy::" border="0" alt="nerd-fix.gif" />
Aliens <b>is</b> awesome, my all time favourite movie.
Does the separate texture sets thing apply to infestation and ready room signage too? (are we still having ready rooms?).
I'm guessing we will hear separate audio cues and soundscapes for each map too. With separate sets isn't there the risk that the maps won't feel like they come from a coherrant universe?
Once again great work and now gogo NS2 ^^
<!--quoteo(post=1675313:date=Apr 8 2008, 03:03 PM:name=ChromeAngel)--><div class='quotetop'>QUOTE(ChromeAngel @ Apr 8 2008, 03:03 PM) <a href="index.php?act=findpost&pid=1675313"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Does the separate texture sets thing apply to infestation and ready room signage too? (are we still having ready rooms?).<!--QuoteEnd--></div><!--QuoteEEnd-->
^
<!--quoteo(post=1675313:date=Apr 8 2008, 03:03 PM:name=ChromeAngel)--><div class='quotetop'>QUOTE(ChromeAngel @ Apr 8 2008, 03:03 PM) <a href="index.php?act=findpost&pid=1675313"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm guessing we will hear separate audio cues and soundscapes for each map too.<!--QuoteEnd--></div><!--QuoteEEnd-->
That would be cool.
<!--quoteo(post=1675313:date=Apr 8 2008, 03:03 PM:name=ChromeAngel)--><div class='quotetop'>QUOTE(ChromeAngel @ Apr 8 2008, 03:03 PM) <a href="index.php?act=findpost&pid=1675313"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->With separate sets isn't there the risk that the maps won't feel like they come from a coherent universe?<!--QuoteEnd--></div><!--QuoteEEnd-->
by coherent, do you mean consistent? I personally don't see that problem arising. You just have different locales (created by the same artists, so their designs among locales should be consistent) from one universe. ie. you don't have a dark gritty abandoned spaceship, as well as a functioning bright disneyland-style amusement park.
I think another benefit with having different sets is that it'll be easier as a player to learn different maps, because there are obvious differences in props, textures, settings and colour scheme.
Particularly the idea of basically asking for 4-6 specific levels to get constructed in the same style as each other. I think It will lead to some very interesting discussions and collaboration between mappers. It will also emphasize game play as textures and props will be provided.
Perhaps it will even inspire some the modeling types/ art people to start doing similar things, release a pack of concept art, textures, and props and ask for a level to be made.
Looking forward to it:)
Thanks for making the podcast accessible to people with walking computers as well as desktops.
BTW, nice office, need a bit customization with some posters but it's cool anyway
P.D. " Aliens " is my favorite movie of all times too <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Seriously though, congratulations on the new office space, it is well deserved. I hope you guys are able to enjoy that office space, you know take a break once and a while <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Yeah same here, I was using my mic to let everyone on the server I was on listen to it while we played, but we had to listen to it more then once, it was hard with people talking over eachother. I do think however that they first of all said they had to "re record" the podcast, plus they were excited from a new move and just coming back frmo watching some movies, probably not the best time to do a podcast, but at least its good to hear they are having fun and throwing ideas around!!
You had mentioned that Origin is one of the stronger NS1 maps and I was curious if it is going to be remade? This has probably been discussed in another topic but my searches didn't yield any obvious ones.
Remaking old maps has worked quite well for other HL games in their transition to Source (old DoD maps, CS of course). It would allow for a certain amount of familiarity to long time players, as well as give the obvious side-by-side comparison of graphical improvement.
if you kept updating the NS2TR, after the release of the game, with new sets, you could have completely new (though still consistent) visual styles for players to experience. of course you'd let third party mappers do what they like with them as usual, but perhaps you could also continue to buy quality maps from the community (or produce them yourself) and release both the maps and new sets in updates to the game. might be a nice way to tell different stories, as well.
Huzzah! Aussie accent on the podcast. <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Nub Aussies, though. Haven't seen Aliens... pffft.
--Scythe--
Nub Aussies, though. Haven't seen Aliens... pffft.
--Scythe--<!--QuoteEnd--></div><!--QuoteEEnd-->
I'd seen it, when I was pretty young actually, and many times afterwards, but not in the cinema. I was like 2 years old when it came out in cinemas.
Oh and let us know if you want any playtesters <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
"You can understand what they are talking about?!?"
"That guy is hot."
I asked her which guy she was talking about and she says "The guy in front." The guy in front was someone I didn't recognize from forum avatars, he was holding a netgear box in his hands while someone in the background has a silly grin on and giving the thumbs up.
So, who is the guy in front and do I need to take a trip to kick his ass? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
keep on.. 1! :]]
This <a href="http://www.unknownworlds.com/images/news/podcast23/picture07.jpg" target="_blank">http://www.unknownworlds.com/images/news/p...3/picture07.jpg</a> image seems to show that you are using the microphone wrong. This type of condensator microphone has a <i>bi-directional polar pattern</i>, which means that the microphone will pick up the sound in two directions: directly in the "front" and directly in the "back".
The following image shows a bi-directional mic directly in front of the face of the speaker: <img src="http://emusician.com/mics/CondenserMicRoundup-Fig-1.gif" border="0" class="linked-image" />
You should position your mic so that you face it like you would face the mic in the picture. You can get another person in by positioning him directly to the other side. You could try getting 3rd person or even 4th person in (two to each side), but I suggest that you do your podcasts with only two persons. Too many people makes it really hard to follow the conversation cause persons are talking over each other. A good distance from the face to the mic is about 30 to 50 cm (something like 1.5 feet).
<b>This simple mic setup should boost your podcast sound quality a lot. Please try it</b>
- Garo
Enjoy san fran J!
To keep this post on-topic: I think making different sets for different maps is a good idea, if done right. The current NS maps are also interesting because of their unique look. That's not only because of the different mappers, but also the architecture and the different style. Combined with lightning and sound the NS2 maps could be really awesome with this technique!
You only have to watch out to keep the overall look of NS2 maps the same. But you're probably already aware of that <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
You had mentioned that Origin is one of the stronger NS1 maps and I was curious if it is going to be remade? This has probably been discussed in another topic but my searches didn't yield any obvious ones.
Remaking old maps has worked quite well for other HL games in their transition to Source (old DoD maps, CS of course). It would allow for a certain amount of familiarity to long time players, as well as give the obvious side-by-side comparison of graphical improvement.<!--QuoteEnd--></div><!--QuoteEEnd-->
From an old thread, but took me a while to find it, so I believe you when you say you used the search feature. Basically the answer is common sense.
<!--quoteo(post=1621017:date=Apr 14 2007, 06:40 PM:name=Merkaba)--><div class='quotetop'>QUOTE(Merkaba @ Apr 14 2007, 06:40 PM) <a href="index.php?act=findpost&pid=1621017"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It is difficult to say; considering NS2 will most likely have new features and slight changes to the way the game is played, the old layouts probably will not suffice for NS2; however, it would be nice to see spiritual successors to some of the original maps, and who knows, maybe some will have great layouts for NS2 already.
So far however, our material sets have been brand new and we have not yet updated an existing set into the Source engine (there have been a few tests though).
The short answer is, we don't know! The long answer is...well, as long as it takes for us to know <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Whatever <b>we</b> do though, you can bet your ###### that someone will make NS map remakes in their own time anyway.<!--QuoteEnd--></div><!--QuoteEEnd-->