Natural Selection 2 News Update - Community Showcase
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
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Otherwise, Yay!
Btw, is there any way to access old blog posts? I'm finding it all but impossible to access old development posts (trying to dig up info from reveal posts that could be useful for mapmaking).. there's no way to access "older posts" under News, and the forum entries don't have links that point back.
I also checked out the ones on facebook, also nice!
Otherwise, Yay!<!--QuoteEnd--></div><!--QuoteEEnd-->
We only wanted to post 6 this week. We'll be posting more in the coming weeks.
ps. thats was it what i liked so much on ns1 that most maps looked totaly different because of custom textures and stuff, they was all sciencefiction but the most felt really diferent !! so keep on mapping that good guys !!!
ns_shiva ftw !!
Awesomeness. Thanks for the shout-outs, too. <3
-windows 7?
How can you be offended by that? No one said it was bad. They just didn't include them <u>this time</u>, obviously.
I'm a little offended by your statement here.
-windows 7?<!--QuoteEnd--></div><!--QuoteEEnd-->
Windows 7 is complete bull######.. i'm rolling back to XP SP3 in a week or two !
..but nice screenshots ! I might post one or two soon too.
lmao ... windows 7 pwned j00!!111 :P [running win 7 ftw over here on desktop + laptop. My sister is still using an evaluation build refusing me installing a current version lmao]
Anyway... yes this are cool pictures of rooms. I'll go on a limb here and say people are just trying to create interesting geometry. Who's to say what an actual space ship would look like... i mean... just a few logical assumptions:
1. No curved areas... no curved halls.... no curved geometry... unless necessary for the rooms purpose... chamfered edges permitted. Reason: Curves = wasted space / material / money. A curved hall around some crazy cliff or rock structure or equipment is understandable.
2. Lighting? People are expected to walk through these areas right? Wouldn't it be a work hazard if anything... even emergency lighting... failed to light up the entire room? Naturally give the little skulks some hiding behind boxes or whatever... But a room shouldn't be so dark that 1 fade or a bunch of ONOS's could sneak up on you from the shadows!
3. Why so much use of dark / black colored walls and floors... I mean... Colors people!! google "plastic tiles"!!!:
<a href="http://www.allmats.com/members/439205/uploaded/ChannelTile.jpg" target="_blank">http://www.allmats.com/members/439205/uplo...ChannelTile.jpg</a>
<a href="http://products.construction.com/swts_content_files/1405/E34506.jpg" target="_blank">http://products.construction.com/swts_cont...1405/E34506.jpg</a>
4. As Loey correctly indicated, "there wouldnt be any exposed pipes or wires anywhere as they would be covered up by wall or floor panels".
Their might be engineering areas with large Mario brother type pipes, but for the most part no wires would be seen... all would be inside conduit pipes in the floor or overhead accessible behind wall/floor panels i.e. Star Trek TNG. Exceptions would be damaged areas of course. Also any equipment featuring wires... i.e. volt meters, oscilloscopes, welders, diagnostic equipment etc... your basic 10 jigawatt terra stranded pro power cord (battlestar galactica rope light), because wireless power transmission was not appropriate. And always remember... no USB wires lying around... this is the future ffs :P
5. Simplicity... Rooms with purpose... living quarters... bathrooms... game rooms... movie / holodecks... mess halls... labs... Medical rooms (storage for crates is not a good enough purpose imho :P) Anyone remember the movie "Sphere"? ... The distance from the main airlock to an elevator, which could lift you past miles and miles of pipes and machinery, to the cockpit room was about 70 ft at the max. This implies that while the ship itself was gigantically packed with thousands of floors and areas... that all the "important" rooms could be reached in no time at all... even if it took a 100mph elevator ride or 2 lol. The book actually described an area with sleep "tubes" with fossilized people inside. So it's pretty obvious that the areas in which people would actually need to traverse the ship is rather small... but still you could go venture off down miles of walkways... interesting design. Much like the world as we know it.
Tips: Google images of nuclear power plant rooms. They actually follow my design tips (except rule #4 on occasion... sometimes things get weird lol)
<a href="http://australianmuseum.net.au/Uploads/Images/6154/T12.6a%20nuclear_big.jpg" target="_blank">http://australianmuseum.net.au/Uploads/Ima...nuclear_big.jpg</a>
<a href="http://www.vattenfall.com/cs-reports/img/small/forsmark_560.jpg" target="_blank">http://www.vattenfall.com/cs-reports/img/s...orsmark_560.jpg</a>
<a href="http://img.timeinc.net/time/daily/2007/0704/iran_nukes0410.jpg" target="_blank">http://img.timeinc.net/time/daily/2007/070...n_nukes0410.jpg</a>
<a href="http://www.yuccamountain.org/cal03.jpg" target="_blank">http://www.yuccamountain.org/cal03.jpg</a>
<a href="http://hackedgadgets.com/2009/05/03/russian-nuclear-power-plant-control-room/" target="_blank">http://hackedgadgets.com/2009/05/03/russia...t-control-room/</a>
photo of inside skylab: <a href="http://www.unexplained-mysteries.com/gallery/albums/userpics/manned/normal_skylab_inside.jpg" target="_blank">http://www.unexplained-mysteries.com/galle...ylab_inside.jpg</a>
More skylab (skylab is cool lol): <a href="http://www.nasa.gov/centers/johnson/images/content/114654main_gallery_center12_med.jpg" target="_blank">http://www.nasa.gov/centers/johnson/images...enter12_med.jpg</a>
I want a map that makes use of white walls and objects damnit! :P
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Btw cool looking rooms :P
so you are pretty much completely wrong about curves.
Long story short, make maps that look good and feel right, and ignore realism. Almost all of the time rooms that feel right are also logically plausible, but not always.
so you are pretty much completely wrong about curves.
Long story short, make maps that look good and feel right, and ignore realism. Almost all of the time rooms that feel right are also logically plausible, but not always.<!--QuoteEnd--></div><!--QuoteEEnd-->
Skylab was cylindrical because it needed to fit on top of a rocket, and still be aerodynamic WHILE FLYING THROUGH EARTHS ATMOSPHERE.
An aircraft / boat / bullets possess curves in order to be aerodynamic while TRAVELING IN EARTHS ATMOSPHERE (air is a fluid like water... submarines have curves because they require to be aerodynamic in the ocean... notice many curved rooms in submarines, that aren't against the hull?). Vehicles can have curves just for the looks... not a very good example for use in argument.
I did make the clause "unless necessary for the rooms purpose" which permits curves only when necessary. Don't confuse "curves" with rounded edges... I did permit chamfers etc. Also most of the nuclear power plant curved rooms (i.e. control rooms)... are THE most important rooms... it's obvious their curved so you can view "more"... i.e. more depth... more gauges in view at one time from a single point of view. Other then that, i wouldn't expect much other creative use of curves in these buildings.
Spaceships like that of NS2... do not need to be carried inside a rocket... therefore they do not need to be cylindrical to be the maximum size when carried inside of a cylindrical area... i.e. Space Shuttle cargo bay / present day space station design.
Note: Gigantic cigar / spherical fuel tanks... etc would not be designed for people to be inside, normally. And while a space craft may measure 100 miles or larger, and be countless rooms / floors, even if overall the ship posses some sort of curved design, the internal habitat (rooms / hallways) would still be square to a persons perspective for maximal space usability... i.e. Star Trek TNG, your house etc.
except a spaceship doesnt need to be aerodynamic like a plane, boat, car and spaceshuttle needs to be
<!--quoteo(post=1743969:date=Dec 16 2009, 02:14 PM:name=FocusedWolf)--><div class='quotetop'>QUOTE (FocusedWolf @ Dec 16 2009, 02:14 PM) <a href="index.php?act=findpost&pid=1743969"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->lmao ... windows 7 pwned j00!!111 :P [running win 7 ftw over here on desktop + laptop. My sister is still using an evaluation build refusing me installing a current version lmao]
Anyway... yes this are cool pictures of rooms. I'll go on a limb here and say people are just trying to create interesting geometry. Who's to say what an actual space ship would look like... i mean... just a few logical assumptions:
1. No curved areas... no curved halls.... no curved geometry... unless necessary for the rooms purpose... chamfered edges permitted. Reason: Curves = wasted space / material / money. A curved hall around some crazy cliff or rock structure or equipment is understandable.
2. Lighting? People are expected to walk through these areas right? Wouldn't it be a work hazard if anything... even emergency lighting... failed to light up the entire room? Naturally give the little skulks some hiding behind boxes or whatever... But a room shouldn't be so dark that 1 fade or a bunch of ONOS's could sneak up on you from the shadows!
3. Why so much use of dark / black colored walls and floors... I mean... Colors people!! google "plastic tiles"!!!:
<a href="http://www.allmats.com/members/439205/uploaded/ChannelTile.jpg" target="_blank">http://www.allmats.com/members/439205/uplo...ChannelTile.jpg</a>
<a href="http://products.construction.com/swts_content_files/1405/E34506.jpg" target="_blank">http://products.construction.com/swts_cont...1405/E34506.jpg</a>
4. Simplicity... Rooms with purpose...(storage for crates is not a good enough purpose imho :P) Anyone remember the movie "Sphere"? ... The distance from the main airlock to an elevator to lift you past miles and miles of pipes and machinery to the cockpit room was about 70 ft at the max. This implies that while the ship itself was gigantically packed with thousands of floors and areas... that all the "important" rooms could be reached in no time at all... even if it took a 100mph elevator ride or 2 lol
Tips: Google images of nuclear power plant rooms. They actually follow my design tips (except rule #4 on occasion... sometimes things get weird lol)
<a href="http://australianmuseum.net.au/Uploads/Images/6154/T12.6a%20nuclear_big.jpg" target="_blank">http://australianmuseum.net.au/Uploads/Ima...nuclear_big.jpg</a>
<a href="http://www.vattenfall.com/cs-reports/img/small/forsmark_560.jpg" target="_blank">http://www.vattenfall.com/cs-reports/img/s...orsmark_560.jpg</a>
<a href="http://img.timeinc.net/time/daily/2007/0704/iran_nukes0410.jpg" target="_blank">http://img.timeinc.net/time/daily/2007/070...n_nukes0410.jpg</a>
<a href="http://www.yuccamountain.org/cal03.jpg" target="_blank">http://www.yuccamountain.org/cal03.jpg</a>
<a href="http://hackedgadgets.com/2009/05/03/russian-nuclear-power-plant-control-room/" target="_blank">http://hackedgadgets.com/2009/05/03/russia...t-control-room/</a>
photo of inside skylab: <a href="http://www.unexplained-mysteries.com/gallery/albums/userpics/manned/normal_skylab_inside.jpg" target="_blank">http://www.unexplained-mysteries.com/galle...ylab_inside.jpg</a>
More skylab (skylab is cool lol): <a href="http://www.nasa.gov/centers/johnson/images/content/114654main_gallery_center12_med.jpg" target="_blank">http://www.nasa.gov/centers/johnson/images...enter12_med.jpg</a>
I want a map that makes use of white walls and objects damnit! :P
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Btw cool looking rooms :P<!--QuoteEnd--></div><!--QuoteEEnd-->
i'd also say there wouldnt be any exposed pipes or wires anywhere as they would be coverd up by wall or floor panels.
He basicly wanted to say that he is offended that his nice looking screenshots weren't shown, but only selfish ###### would do that, so he used other people's great screenshots hoping that someone would mention his work afterwards :P
..just a theory though, which I had time to think of, because my textures and props are still black.
Anyway, good news update. Looking forward to more juice shots..
Also - Spaceships in space would be best built as squares. Think of the Borg-cubes from Star-Trek :P
That's the most efficiant use of space and since you're in space there's no need for aerodynamics. If you want to land on planets that have atmospheric resistance though, I'd reccomend looking more like an airplane (Todays' space-shuttles).
Good god... I am a monster!
Look at ISS - the pressurized modules do not have that shape because of aerodynamical issues.
Even aeroplanes are tubes because of pressure and not only because of aerodynamics.
btw: borgcube FTW!!!
<a href="http://www.krawall.de/web/Natural_Selection_2/news/id,52578/" target="_blank">http://www.krawall.de/web/Natural_Selection_2/news/id,52578/</a>