Cool effects for cool enviroments
Arkio89
Join Date: 2010-02-24 Member: 70702Members
Imagine going through a hallway, knowing that after the next door, 2 marines teammates are waiting for you, or waiting, or killing time. But before you open the door (or whatever you open), you hear gunshots (maybe screams of death, too). You see in your map that there are no signs of your teamates. You know they are dead, and you are alone. You take the chance, open the door and enter the place.
Now here is what it would be really cool. Imagine it's a small room, and there had been a big fight. Gunshots, bullets, (perhaps a grenade explosion, too), killings of course. What you, as a marine could see, or the room could be like after the fight:
1. The lights destroyed (by gunshots), maybe some not entirely broken. Some lights flickering too.
2. Splattered blood over the walls (marine and alien), obviosly only if one is near the wall and had been shot or attacked.
3. Prefabs,Models. Like cans, trash, glass, chairs, tables. (Imagine you entered an Office, or a Kitchen, or a Laboratory)
4. Corpses, obviously.
What I'm saying is that it would be cool for additions like those (optional aditions, perhaps) cause, I've payed NS1, and I can see that is happening the same in this one. Its all hallways, square rooms, all futuristic, without a lt of prefabs, or things like those (PERHAPS THEY ALREADY DID THESE. But, imagine entering a typical kitchen. The fight in the kitchen, all dark, pretty dim, with blood, everything destroyed. Not knowing if there is a skulk hiding somewhere. (I don't know why, but the kitchen scene on one of the jurassic park movies, with the velociraptors, came into mind!) Haha..
All these can be optional.
I don't know if this has been talked in a specific thread, I've read about all these but in diferent threads, so I thought of creating one specially for these.
Perhaps all these has been done already! If you want to add something, obviously you can.
Sorry for my english, it's not my main language.
Please, I would appreciate no one being harsh on what I've said, if its wrong or something.
Now here is what it would be really cool. Imagine it's a small room, and there had been a big fight. Gunshots, bullets, (perhaps a grenade explosion, too), killings of course. What you, as a marine could see, or the room could be like after the fight:
1. The lights destroyed (by gunshots), maybe some not entirely broken. Some lights flickering too.
2. Splattered blood over the walls (marine and alien), obviosly only if one is near the wall and had been shot or attacked.
3. Prefabs,Models. Like cans, trash, glass, chairs, tables. (Imagine you entered an Office, or a Kitchen, or a Laboratory)
4. Corpses, obviously.
What I'm saying is that it would be cool for additions like those (optional aditions, perhaps) cause, I've payed NS1, and I can see that is happening the same in this one. Its all hallways, square rooms, all futuristic, without a lt of prefabs, or things like those (PERHAPS THEY ALREADY DID THESE. But, imagine entering a typical kitchen. The fight in the kitchen, all dark, pretty dim, with blood, everything destroyed. Not knowing if there is a skulk hiding somewhere. (I don't know why, but the kitchen scene on one of the jurassic park movies, with the velociraptors, came into mind!) Haha..
All these can be optional.
I don't know if this has been talked in a specific thread, I've read about all these but in diferent threads, so I thought of creating one specially for these.
Perhaps all these has been done already! If you want to add something, obviously you can.
Sorry for my english, it's not my main language.
Please, I would appreciate no one being harsh on what I've said, if its wrong or something.
Comments
You could also add steam coming out of pipes that were shot and I'd love to see dynamic swinging light fixtures that would move after being bumped or from and an explosion going off. All of these and your environmental effects would be nice additions but they would be costly on performance. And it sounds great when it happens once (lights flickering from damage or physics enabled clutter tossed around) but then you can't have a similar scenario happen again unless you have it reset, which may be awkward yet still doable I think.
Flickering lights are becoming more seen anyways because of the power-grid system.
I think the rest is up to the mapper which things he wants to get destroyed in a room etc.
Maybe we will see some nice after-fight-particle effects, too.
The thing is, you already knew there was this fight in the other room and blood stains or bullets would satisfy your rightness, everything else could be distracting or performance bugging.
Too bad maps never have kitchens (or bathrooms). But then again if marines don't eat they'll never have to use the bathroom. ;)
You play one long match. A fight occurs in a certain room. Perhaps more than one. The things will be placed according to the actions that happened in there. It all depends on where the shots where fired, the explosions occurred, the persons or aliens died. So why a similar escenario? The room will not be same until you restart the match, but you won't have the same things happening in every match, because the fights would be completely different. So the consequences will never be the same. The rooms will never be the same.
Remember I talk about a room for a close example. But I'm actually talking about a whole map. Rooms, hallways, elevators, etc...
And adding dynamic infestation... now I'm imagining the part where the marines start entering the alien hive in Aliens 2.
You play one long match. A fight occurs in a certain room. Perhaps more than one. The things will be placed according to the actions that happened in there. It all depends on where the shots where fired, the explosions occurred, the persons or aliens died. So why a similar escenario? The room will not be same until you restart the match, but you won't have the same things happening in every match, because the fights would be completely different. So the consequences will never be the same. The rooms will never be the same.
Remember I talk about a room for a close example. But I'm actually talking about a whole map. Rooms, hallways, elevators, etc...
And adding dynamic infestation... now I'm imagining the part where the marines start entering the alien hive in Aliens 2.
And why reset all the damage that's been done? Why not leave it a mess. I mean, the alien's "infestation" spreads across the space ship across the game making look old and forgotten, like ivy on old ruins. Why have infestation on top of a pristine, shiny storage area when you can have infestation on top of an old, blood stained, beat up, debris-ridden store room?
I remember a similar effect in Dawn of War, where explosions would leave craters and blood stains, and after a large battle somewhere, the place would look just awful, with bodies, blood, and craters everywhere. And here's the best part, as time went on, the craters would slowly fade, so you would notice a difference between a recent battle and the permanent scars of battles passed. Granted, this is a space station so explosions don't leave "craters," but what if grenades left huge black stains on objects and as time went by, they would slowly fade in to "scars" in the geometry.
Basically what I'm saying is, anything that can be done to make an area look like a battle has just occurred would greatly enhance the atmosphere- Immersion, if you will- and having those slowly fade out in to permanent "battle scars" on the geometry would enhance the level of accomplishment you feel at the end when you think about how, in the course of vanquishing your enemies, you turned a pristine space lab in to a war-torn, derelict space hulk, and yet you cherish your war-torn hallways because you fought so hard to earn them.