lights are on without powernode?
Venatos
Join Date: 2012-03-31 Member: 149762Members, Reinforced - Shadow, WC 2013 - Gold
so whats your oppinion on that, the first time i saw a powernode go down, about the minute i startet my first game, i found it cool, but as i explored the rest of the map i noticed something odd.
even in rooms where there isnt even a powernode installed, there are the lights on as it was monday morning and nothing spezial happend at the weekend.
i learned to life with it, but it still bugs me at times.
my suggestion: there should be this red flashing alarmlight in rooms without a powernode! it would realy add to the feel of being part of a marine-squad that got sent into a recently infected complex. plus it gives aliens a reason to bother with the powernode, because now its mostly ignored if it issnt in the marinebase as they have a little edge in badly lit rooms.
even in rooms where there isnt even a powernode installed, there are the lights on as it was monday morning and nothing spezial happend at the weekend.
i learned to life with it, but it still bugs me at times.
my suggestion: there should be this red flashing alarmlight in rooms without a powernode! it would realy add to the feel of being part of a marine-squad that got sent into a recently infected complex. plus it gives aliens a reason to bother with the powernode, because now its mostly ignored if it issnt in the marinebase as they have a little edge in badly lit rooms.
Comments
rip deep 3d mesh completely dynamic infestation :( *sadfaceagain*
@Topic: Mappers invest much time for their maps to look good. This would be for nothing if they made them dark/red most of the time.
Also I think the mapper is doing something wrong if the rooms are only supposed to look good with full lights on. It's like balancing the map for one side only.
rip deep 3d mesh completely dynamic infestation :( *sadfaceagain*<!--QuoteEnd--></div><!--QuoteEEnd-->
What are you talking about? The current infestation model is a place holder. The final infestation model is still in development.
Lighting is a <b>very</b> important part of creating a beautiful map and while it is possible to make a good looking scenery using only one color, a dimly red lit room will hardly ever look very beautiful compared to what mappers can achieve with proper lighting. Not to mention how monotonous and boring it is to see the same lighting in each room half of the time while playing NS2.
The emergency lighting has to stay the dramatic exception, not the boring standard.
It's not the lighting, that makes the maps look like a freshly hoovered office on Monday morning, but map design. I suppose you're talking about eclipse, but on tram, there are places with obvious signs of destruction and havoc if you're after them. Dramatic lights aren't necessary. The same on mineshaft. I may be alone, but I prefer games to be easy on the eyes and flashy drama saved for special circumstances.
Very nice idea.
See now immersion isn't broken.
Or nanites, whichever fits the bill.
See now immersion isn't broken.
Or nanites, whichever fits the bill.<!--QuoteEnd--></div><!--QuoteEEnd-->
I have relayed this plot to my electrician friend and it broke his immersion from a beer induced state of mind fuzziness, only to look at me with utter insolence. :)
but consider this: aliens prefer dark and moist enviroment, so its natural to them to get the lights out in their enviroment.
marines on the other hand, would try to get the lights on to better spot and eliminate aliens at range.
i think the map should reflect that at any given situation, as marine u get an uneasy feeling when entering a badly lit room which might be full of aliens, u sure as hell dont want to go in there alone = entuetive and natural building of marine squats anyone?
as alien its the same, you wander half the map in a comforting dark enviroment and suddenly you stand in front a well lit room, that was dark 2minutes ago, you wouldnt wander in there like on a sunday after dinner walk, you get exited, get into an ambush position and listen.... if you dont hear anything, you will carefully scout the room and if its empty youll go straight to the powernode.
I laughed.
I'd have thought that 3 states would be best - one quite bright (but still up to the mapper so can be atmospheric) one neutral/atmospheric (being brightish in places possibly, but with enough shadows around) and one emergency lighting/dark.
All rooms would be 'neutral' except those held by marines with a powernode (including those held by aliens), rooms drop into 'emergency' mode for a shortish time after a powernode gets taken down or at the direction of the alien commander (with cooldown probably). It sort of makes sense if there was a base level of lighting around that could self-heal but got affected by system shocks.
Was just wondering if it's like a coding restriction or just something that they haven't gotten to yet.
Bright rooms (powered)
Darker rooms (unsocketed)
Very dark -> Red emergency lighting) (unpowered)
The difference between Bright and Red emergy lights is quite obvious. But what would set a unsocketed room apart from a bright room, without giving the impression of "oh this lighting is bad..."?
The mood theyre going for is dim light for alien control, red for contested and bright light for the rines. Once DI is in it will cover lights and give rooms a green tinge and the infestation fog will darken rooms even more.
Socketed = lights
Damaged/no socket = red
Alien creep socket = blackness
As a marine I would be scared ****less to walk into a pitch black room alone
As an alien I get to be creepy
And mappers would have the opportunity to show off their stuff more bcz the flashlight effects on the environment are awsome in this engine