Project Stealth

Archives => Presentation Forum => Topic started by: B1nArY_001 on November 09, 2007, 05:51:28 AM

Title: Project Stealth Mine
Post by: B1nArY_001 on November 09, 2007, 05:51:28 AM
Here's another gadget for you guys.

One mine with 2 different configurations for laser and proxy.
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz220%2Fjmknotreel%2FPS_Mine_jmB-1.jpg&hash=6b0ee07c4422d0f4da4ac0684d414cf698466f65)
Title: Re: Project Stealth Mine
Post by: Farley4Fan on November 09, 2007, 07:05:19 AM
Are the proxies going to blink like in CT? I think the motion sensing ones should have a red or blue light that blinks on and off.

Anyways, of course they look awesome.
Title: Re: Project Stealth Mine
Post by: B1nArY_001 on November 09, 2007, 07:12:40 AM
The lights could be made to blink easily enough, though with the multiple lights and larger light pattern it should be perfectly visible. Not to mention, if you look at the different configurations you will see that the light pattern will make an ID on the mine type possible from a distance.

And thanks.
Title: Re: Project Stealth Mine
Post by: Westfall on November 09, 2007, 07:27:27 AM
Are there still poison mines?

They look really good. =)
Title: Re: Project Stealth Mine
Post by: B1nArY_001 on November 09, 2007, 07:32:00 AM
Quote from: Westfall-US on November 09, 2007, 07:27:27 AM
Are there still poison mines?

Working on it right now  :D
Title: Re: Project Stealth Mine
Post by: Cyntrox on November 09, 2007, 08:06:23 AM
Ooooh! Badass!
Title: Re: Project Stealth Mine
Post by: SITHDUKE on November 09, 2007, 08:28:55 AM
We still need the proxy blinking light though, unless you guys are making the laser trip wire visible for some reason?
Title: Re: Project Stealth Mine
Post by: neth on November 09, 2007, 08:34:51 AM
Blinking is probably not a problem, guess its good when these white lights blink. It should look cool and be enough.


Edit: BTW Binary you kick ass
Title: Re: Project Stealth Mine
Post by: B1nArY_001 on November 09, 2007, 08:43:09 AM
Quote from: SITHDUKE on November 09, 2007, 08:28:55 AM
We still need the proxy blinking light though, unless you guys are making the laser trip wire visible for some reason?

No it's invisible except in thermal but you'll notice when the mine is a proxy the light pattern forms an X and when it is a laser the light pattern forms a cross. Also when it is the proxy the motion sensing pods flip up so there is ample indication of the type. Oh and let's not forget the beeping when it's a proxy :)
Title: Re: Project Stealth Mine
Post by: SITHDUKE on November 09, 2007, 08:49:29 AM
Does the X blink? I'm sorry to be a pain about it but it's alot easier to see something that blinks. Something about humans vision being somewhat dependant on movement. Like you can't see a guy hiding in the bushes wearing camoflauge unless he moves around a bit. Giving it the blinking lights makes it more recognisable faster in my opinion. It's probably not as big of a deal as I'm making it out to be but I just like to be able to look at a room and spot the proxy quickly.
Title: Re: Project Stealth Mine
Post by: goodkebab on November 09, 2007, 09:18:38 AM
Use a little bit of imagination and have faith in us guys,  we dont have the time to make animated gifs for you to see the functionality.  Its not like we never played the game before.

My only concern at the moment is that white is not a good choice of colors for the glow because that color will get lost once it is ingame. Red or orange is far more appropriate because it wil be much more visible even when the mine is in a brightly lit area.  Blinking will also be necessary,  but that will be done in the editor.

Yellow or white on the other hand would only blend with the environment.
Title: Re: Project Stealth Mine
Post by: a3c0i3d on November 09, 2007, 09:32:45 AM
they look extremely sexy!
Title: Re: Project Stealth Mine
Post by: Succubus Dryad Of The Undying Comet on November 09, 2007, 12:37:11 PM
Poison should be like the laser mine, but without the lights (poison is supposed to be hidden).
Title: Re: Project Stealth Mine
Post by: Gawain on November 09, 2007, 01:35:03 PM
4 motion sensors is overkill imo (but quite amazing idea anyways =) ). it should blink in bright red. the laser of the poison mine must look different in thermal. one basic look for all mines is a good idea, it's way more coherent.
btw, what about the possibility to place mines on the floor and in an adjustable angle? this would give laser and expecially poison mines way more innovative uses and allow for a less rectangular map design.
Title: Re: Project Stealth Mine
Post by: B1nArY_001 on November 09, 2007, 03:34:59 PM
The color of the glow will be a cobalt blue which should not only be highly visible but compliment the color of the mine nicely. The glow you see here is a 10 second pass in photoshop with a brush and some blur. I'm trying to avoid red unless the blue turns out to be to easily missed. Red is a bit cliche' as a warning color. The blinking lights will be done if it is needed but as I said, there is ample visual indicators and glowing blue lights should make it quite visible. If we test it and people can't adjust to non-blinking lights then we will take the 5 minutes to make them blink.
Title: Re: Project Stealth Mine
Post by: Succubus Dryad Of The Undying Comet on November 09, 2007, 03:36:42 PM
Not blinking - easier to see, since you can miss the mine when it's light isn't on (happens alot of time to me).
Title: Re: Project Stealth Mine
Post by: neth on November 09, 2007, 03:39:26 PM
Quote from: Gawain on November 09, 2007, 01:35:03 PM
one basic look for all mines is a good idea

I hope youre not talking about 1 look for ALL mines. Poisons should have their own, cause it matters when you want to cross the laser.

---

I hope these mines will not be too big, cause when you put big proxy like this on a collumn, they will be visible from behind.


---

BTW not blinking is also cool but if you decide to add blinking, dont forget that  lights dont have to blink simultaneously but can one after enother e.g.
Title: Re: Project Stealth Mine
Post by: B1nArY_001 on November 09, 2007, 03:59:58 PM
Quote from: neth on November 09, 2007, 03:39:26 PM
Quote from: Gawain on November 09, 2007, 01:35:03 PM
one basic look for all mines is a good idea

I hope youre not talking about 1 look for ALL mines. Poisons should have their own, cause it matters when you want to cross the laser.

---

I hope these mines will not be too big, cause when you put big proxy like this on a collumn, they will be visible from behind.


---

BTW not blinking is also cool but if you decide to add blinking, dont forget that  lights dont have to blink simultaneously but can one after enother e.g.

Poison mines will have their own model.

The mines will be no bigger than what everyone is accustom to.

If it turns out it is just not visible enough without blinking we have discussed several ideas for off-set and chase patterns.
Title: Re: Project Stealth Mine
Post by: Gawain on November 09, 2007, 04:36:26 PM
the blinking effect is kinda cool and some movement is better to discover for the eye. you could do 0.3s on, 0.1 off, 0.3 on etc so that the gap is close enough.
making poison the same basis mine look is a good thing, because otherwise we have to wonder how the merc can magically transform mine types...

i'd like the blue lights idea if the merc's laser color is in blue, too. the most realistic choice of course would be red leds (cheap and not causing iris adaption) for the mines and green for the gun laser (most visible).
Title: Re: Project Stealth Mine
Post by: neth on November 09, 2007, 05:02:59 PM
Quote from: Gawain on November 09, 2007, 04:36:26 PM
because otherwise we have to wonder how the merc can magically transform mine types...


We may also wonder how the fuck did he put poison into them
Title: Re: Project Stealth Mine
Post by: B1nArY_001 on November 09, 2007, 05:09:49 PM
The poison mine's design will be slightly different to accommodate a C02 cartridge for firing the dart.
Title: Re: Project Stealth Mine
Post by: Xan on November 09, 2007, 07:14:06 PM
Firstly I'd like to say the mines look fantastic! Nice job binary. IS there going to be animations for the mine or will they spawn in the corect setting?

Secondly I'd like to initiate some sort of dicussion of the poisen mine, which i intensely disliked from CT, to see if anyone else feels like I do that the game would be bettter without them.
Title: Re: Project Stealth Mine
Post by: neth on November 09, 2007, 07:31:54 PM
This mine is extremaly useful cause there are places where lasers are useless. Its sometimes annoying when spy can cure his mate with the touch of his finger but its only another argument for playing together.
Title: Re: Project Stealth Mine
Post by: B1nArY_001 on November 09, 2007, 07:47:11 PM
Yes there will be animations, quick, but yes.

Why don't you like the Poison Mines?

Granted, they are nearly useless against a team that stays together, or too close to a health box of course.

They do however provide an opportunity for attack if the spies stop to heal (I've been able to nail both spies by firing 2 shots into the same location because of positioning while they heal)

They also work very well for herding spies in the direction you want them to go. Most spies hate them, but most spies who hit them are being careless or fleeing a merc, myself included.

Every time I hit a pmine it just makes me laugh because I know if I had been paying attention... But then... there are those times you have some yahoo for a mate and tell him you're going to trip the mine to get past but he needs to heal you, he waits, you trip the mine, he runs off and leaves you to die. Grrr...

I think they are a great tool for the Merc and by no means overpowered  :-\
Title: Re: Project Stealth Mine
Post by: Gawain on November 09, 2007, 09:48:59 PM
well, poison mines are rather used as a spytrap replacement. with a lower timer things will look different, but i still can't see in which way they are good for the gameplay...
Title: Re: Project Stealth Mine
Post by: SITHDUKE on November 09, 2007, 10:31:57 PM
Poison mines covering somewhere and a proxy mine on the quickest route from that point to the medkit are a golden combo. Xan poison mines are a pain and have cost me some games but that's through only being in too much of a hurry to see it because like all mines you'll likely never hit a mine if you're paying enough attention. Also the fact certain mine types are popular in certain places make them increasingly predictable and as a result less effective.
Title: Re: Project Stealth Mine
Post by: Xan on November 10, 2007, 12:25:23 AM
For starters I never particularly enjoyed the concept, but we'll skip that in favour of gameplay problems I have.

1: The range is as long as the laser mine but it has the same effect no matter at what point you hit the beam. This means there's no way of triggering the mine without being forced to make the mad dash for a mate or a health pack. One of the things I enjoy about Mines is that badly placed one can be triggered and survived, everyone here must have rolled away from a proxy taking only modest damage, or tripped a laser outside of the blast radius.

2: I hate the mad dash that ensues once you've hit a poisen mine. Getting to a health pack or getting a friend to heal you can be very hit and miss, I can't count the number of time i've been begging a mate to heal me other to find we can't get aligned correctly in time, or the health pack refused to give me a use option.

3: They remove some of the usefulness of spytraps. Sure if you take spy traps you get more to place. But with only a few good spytrap places per map, the best of them can easily be replaced with a poisen mine. And as a tag is removed just as easily as a poisen mine is healed, there's little incentive to use spytraps.

But if I'm in the minority over this (as it seems I am) I trust the developers judgement on what works and what doesn't, and I'll continue using the annoying things.
Title: Re: Project Stealth Mine
Post by: Spekkio on November 10, 2007, 01:04:03 AM
I might be alone in this, but you should not be able to discern the type of mine as spy by just looking at it alone. EMF would reveal lasers and sound would reveal proxies.

Oh, and those look damn sexy :).

Xan,

I agree with you somewhat. I don't think poisons are very useful in their current state because fifteen seconds is an eternity, and poisons do tend to serve as a host's poor-man's spytrap. Clients don't hear the "whoosh" sound. Occassionally you get poisoned when being careless and don't have quick access to a healthpack or teammate, but most of the time that's not the case. Healthboxes are within relatively easy access to any poison mine on most maps. Personally, if I still have to do work to kill the spy, then I'd rather take spy traps. But that goes back to your assertion that spy traps and poison mines overlap in function, which is kind of true and a good argument for removing them (nothing should overlap in function).

I probably wouldn't miss them if they were removed because I rarely use them. Still, I wouldn't be opposed to their inclusion, either. Sithduke's "one removal/heal per X minutes," remove the trip sound from poisons altogether, and giving 5 spy traps vs. 3 mines could fix the problem of spy traps not being useful.
Title: Re: Project Stealth Mine
Post by: Gawain on November 10, 2007, 02:11:02 AM
good points xan. gadgets overlapping in functions is a bad thing, and so is the non-existend range factor.
i think it's quite unimportant if the different mine types can be distinguished, because when you can see the mine from distance you can already ss it (aggro) and stealth players have the sound indicator and tend to have enough time (and privacy to use thermal) while they are close to decide how to get around the mine.
Title: Re: Project Stealth Mine
Post by: Farley4Fan on November 10, 2007, 02:34:56 AM
They need to blink.  WHy?  Because at times mines are placed on spots that have lights around it.  If it is one solid light then you won't ever know it is a mine's light. 
Title: Re: Project Stealth Mine
Post by: B1nArY_001 on November 10, 2007, 02:56:49 AM
It's a mine. You SHOULD have to work a little to find them if they are cleverly hidden. Or I guess we could just make them show up on radar and call it day.  :D

It has always been my understanding that mines are supposed to surprise someone. Having a beeping sound and glowing blue lights (I just photoshopped that glow without any real concern for the color, I fixed it check the OP) is making it pretty obvious as far as I'm concerned. But if they turn out to be to hard to locate then we will make them blink. Nothing to worry about.
Title: Re: Project Stealth Mine
Post by: Farley4Fan on November 10, 2007, 06:53:34 AM
Alright good, it probably won't be as bad as I made it sound anyways.
Title: Re: Project Stealth Mine
Post by: AgentX_003 on November 10, 2007, 07:14:48 AM
Quote from: Papa Skull on November 10, 2007, 06:53:34 AM
Alright good, it probably won't be as bad as I made it sound anyways.



ugh =/
Title: Re: Project Stealth Mine
Post by: Westfall on November 10, 2007, 07:32:06 AM
Quote from: AgentX_003 on November 10, 2007, 07:14:48 AM
Quote from: Papa Skull on November 10, 2007, 06:53:34 AM
Alright good, it probably won't be as bad as I made it sound anyways.



ugh =/

? What's you concern here?
Title: Re: Project Stealth Mine
Post by: Farley4Fan on November 10, 2007, 07:53:43 AM
yeah, did my one other post getting taken back annoy you to the point where you "ugh"ed? lol  :D
Title: Re: Project Stealth Mine
Post by: Gawain on November 10, 2007, 12:50:14 PM
well, you would get more kills with mines without soundloss/bug placement etc if chaff didn't work through walls.
if mines don't make a sound and blink (proxy sound is more important than blinking), they slow down a careful spy all the time instead of only in the places they actually are.
the blinking has also the function to show that the mine is activated.
Title: Re: Project Stealth Mine
Post by: Spekkio on November 10, 2007, 07:17:16 PM
Mines are meant to catch people by surprise if they aren't careful. As such, they should blink/give off sound because if you are careful they need to be detectable. Perhaps you could soften/lower the sound, but it should still be there.
Title: Re: Project Stealth Mine
Post by: Gawain on November 11, 2007, 12:51:16 AM
the sound is really important, it has a huge effect on gameplay.
Title: Re: Project Stealth Mine
Post by: Test-Subject on November 11, 2007, 01:24:57 AM
Wow they are AMAZING... just amazing...

Good job!!!
Title: Re: Project Stealth Mine
Post by: LennardF1989 on November 14, 2007, 07:16:29 PM
Quote from: Gawain on November 09, 2007, 01:35:03 PM
btw, what about the possibility to place mines on the floor and in an adjustable angle?

Like said, keep faith.
Title: Re: Project Stealth Mine
Post by: Succubus Dryad Of The Undying Comet on November 14, 2007, 08:19:22 PM
... how to make changing angles possible?
like a pop-up so you select an angle or like your view gors to the mine perspective and you can aim where the laser goes?
Title: Re: Project Stealth Mine
Post by: B1nArY_001 on November 14, 2007, 10:37:52 PM
Placing mines on the floor is one thing, adjusting the angle of the laser could potentially cause some serious issues. This would make it impossible for the mapper to adjust the angle of an object preventing an impassible mine from being placed.

Even with the limited blast radius you can use the laser as a chain detonator for a second mine close enough to kill someone trying to enter an area. Sure it might take two mines but that's one room a Merc now doesn't really have to worry about. Not much of a price for cutting a hack off completely. Even with a non-adjustable laser this is still possible to do, an adjustable laser would just provide more opportunities for this type of lameness.

Also, proxies already provide an omni-directional trigger.
Title: Re: Project Stealth Mine
Post by: Spekkio on November 14, 2007, 11:06:52 PM
Vertical laser/poison mines would be cool (although I can't think of much use for the former). Beyond that, I don't really know what people mean by "omnidirectional." In the end, the laser has to go straight, and the surface is going to be flat ...
Title: Re: Project Stealth Mine
Post by: Test-Subject on November 14, 2007, 11:14:52 PM
I'm a 100% in agreement with B1nArY...

but I like the idea of a angled mine, my idea would be a trap involving 2 devices. The laser or the trip wire would go from one to the other, in this way the merc can choose the angle but cannot create impassable traps since the removal of one of the device would deactivate it. I think that the devices cannot be exploding mines since like B1nArY said merc could creat 2 or 3 mines systems. So I'm thinking of trip wire (or it could be a poison mine but I realy like the idea of a trip wire). The trip wire would limite(physicly) the max range between the 2 device and would act as a tazer (went you trip it, you get tazer and the device is "broken").
Title: Re: Project Stealth Mine
Post by: AgentX_003 on November 14, 2007, 11:59:05 PM
Im glad you said this test because ok.. soo what your saying is when the spy trips the laser it sends an electrical shock to the spy ? ..  well that just gave me a spin off of an idea.. how about a device if the spy trips it sends an electrical shock to the spys body knocking him out temporarily , at the same time the device
tags the spy when he wakes up , soo its a element of suprise that the spy didn't know what hit him , thus the merc can track him , eliminating the usage to take a tazer or spytraps / combine into one device :D


P.S  this is my last post considering I love my post count! :D
Title: Re: Project Stealth Mine
Post by: Westfall on November 15, 2007, 03:39:52 AM
What if the laser could revert off of mirrors....anyone?
Title: Re: Project Stealth Mine
Post by: neth on November 15, 2007, 06:51:44 AM
What would it give you ? hmm it would have sense if we decided that the laser beam leaves the mine in many directions/angles (that would be really hard to balance) otherwise i guess its pointless since the entering angle = exiting angle so it would go back the same way it came from the mirror.
Title: Re: Project Stealth Mine
Post by: Westfall on November 15, 2007, 07:14:10 AM
not if the mirror is tilted...say bent against a wall?
Title: Re: Project Stealth Mine
Post by: Overstatement on November 15, 2007, 12:12:24 PM
Quote from: AgentX_003 on November 14, 2007, 11:59:05 PM
P.S  this is my last post considering I love my post count! :D

I think that since chaff are pieces of conductive metal floating in the air, the tazer should shock everyone inside the chaff cloud. Say something if you disagree.
Title: Re: Project Stealth Mine
Post by: InvisibleMan999 on November 15, 2007, 01:10:10 PM
Quote from: Westfall-US on November 15, 2007, 07:14:10 AM
not if the mirror is tilted...say bent against a wall?

What would be the purpose of this? I'd assume you wouldn't want a poison mine doing it, since the poison dart wouldn't bounce off the mirror like the laser would, and a laser mine wouldn't gain anything from having the beam stretched farther away either.
Title: Re: Project Stealth Mine
Post by: neth on November 15, 2007, 01:45:25 PM
Quote from: Overstatement on November 15, 2007, 12:12:24 PM
Quote from: AgentX_003 on November 14, 2007, 11:59:05 PM
P.S  this is my last post considering I love my post count! :D

I think that since chaff are pieces of conductive metal floating in the air, the tazer should shock everyone inside the chaff cloud. Say something if you disagree.

imba
Title: Re: Project Stealth Mine
Post by: Test-Subject on November 15, 2007, 01:50:36 PM
Quote from: Overstatement on November 15, 2007, 12:12:24 PM
Quote from: AgentX_003 on November 14, 2007, 11:59:05 PM
P.S  this is my last post considering I love my post count! :D

I think that since chaff are pieces of conductive metal floating in the air, the tazer should shock everyone inside the chaff cloud. Say something if you disagree.

I see ur point... but since laser can't basicly shock ppl, what i was think is that went the laser id tripsed the 2 devices shoot a wire(like a tazer gun but one wire from each side) to the spy a this shocks him
Title: Re: Project Stealth Mine
Post by: frvge on November 15, 2007, 06:23:40 PM
It's original. Keep it up.
Title: Re: Project Stealth Mine
Post by: Cyntrox on November 15, 2007, 06:49:34 PM
The bouncing laser COULD work if the poison dart is made to bounce... Not very realistic, but gameplay>realism. Could be kept in mind if the poison need a buff. Also, if a laser mine blew up, it could warn the merc if he's nearby due to the sound? Probably not worth it, but I'm just throwing in ideas.
Title: Re: Project Stealth Mine
Post by: neth on November 15, 2007, 07:04:32 PM
Would it be fair if you used 1 mine as 2 ?
Title: Re: Project Stealth Mine
Post by: InvisibleMan999 on November 15, 2007, 09:10:13 PM
Quote from: Cyntrox on November 15, 2007, 06:49:34 PM
The bouncing laser COULD work if the poison dart is made to bounce... Not very realistic, but gameplay>realism. Could be kept in mind if the poison need a buff. Also, if a laser mine blew up, it could warn the merc if he's nearby due to the sound? Probably not worth it, but I'm just throwing in ideas.

Poison doesn't really need a buff though. It already practically renders laser mines obsolete anyway. If anything, I'd consider upgrading laser mines somehow (not really sure how though, maybe increased blast radius?).
Title: Re: Project Stealth Mine
Post by: neth on November 15, 2007, 09:47:42 PM
If you really want to buff laser mines you should decrease the time between passing the laser and explosion
Title: Re: Project Stealth Mine
Post by: Gawain on November 15, 2007, 09:55:50 PM
decreasing the timer of laser mines and the activation range of proxy mines is already on spekkio's fix list, next to 10s for poison.

i'd like to see more innovative uses for mines like combinations of laser triggering proxy mine, poison mine close to medkit but proxy at the medkit etc
Title: Re: Project Stealth Mine
Post by: neth on November 15, 2007, 10:10:47 PM
Quote from: Gawain on November 15, 2007, 09:55:50 PM

i'd like to see more innovative uses for mines like combinations of laser triggering proxy mine, poison mine close to medkit but proxy at the medkit etc

what do you mean ?
Title: Re: Project Stealth Mine
Post by: Succubus Dryad Of The Undying Comet on November 15, 2007, 10:26:22 PM
Quote from: Gawain on November 15, 2007, 09:55:50 PM
laser triggering proxy mine, poison mine close to medkit but proxy at the medkit etc
Not innovating.
Also the laser triggered proxy is there. It's the laser mine.
Combo Poison + proxy at medkit is used since pandora, and it almost never fails.
I'd like to have mines triggered by the security system. Say a camera sees the spy, so it triggers the closest mine. Could be togglable per mine placed.
Also the motion triggered alarms could launch poison darts from launchers (say 5 darts at a 15* angle from each other), and make this launcher a new gadget, say 2 per merc with only one being planted at a time.
Also you could make the merc be like the spies, like they can hide in the shadows. This would increase realism, and would make the spies use their visions more.
Title: Re: Project Stealth Mine
Post by: Gawain on November 15, 2007, 10:45:58 PM
poison mines in pt? did i miss something??
proxy+laser is a powerful combination in some places with or without the laser delay as you can't jump or slow crouch through it.
Title: Re: Project Stealth Mine
Post by: neth on November 15, 2007, 10:55:12 PM
hmm, perhaps some devices that mercs can make explode any time they want
Title: Re: Project Stealth Mine
Post by: Cyntrox on November 15, 2007, 11:16:52 PM
What would make them different from mines? In what aspects would they be better?
Title: Re: Project Stealth Mine
Post by: neth on November 15, 2007, 11:28:01 PM
I guess when you chase a spy and hes running into the place where you put device like, you can detonate it so the spy has no chanse to react... Seems to be rubbish :)
Title: Re: Project Stealth Mine
Post by: Gawain on November 16, 2007, 12:29:56 AM
it's rubbis if chaff doesn't work through walls any more, which is a sensible change anyways.
Title: Re: Project Stealth Mine
Post by: neth on November 16, 2007, 08:38:32 AM
I dont think its possible to do that, besides it would be a huge nerf for spies. - especially aggro ones.
Title: Re: Project Stealth Mine
Post by: Gawain on November 16, 2007, 02:09:27 PM
it would give mines back the ability they are intented to be best at: slowing down rushing spies. it worked out kinda well in pt afaik.
Title: Re: Project Stealth Mine
Post by: neth on November 16, 2007, 04:02:12 PM
cant remember if there was a through-wall effect in pt
Title: Re: Project Stealth Mine
Post by: VaNilla on November 16, 2007, 07:32:03 PM
Wouldn't through wall actually work in real life? I'm not an expect but im sure it would, but then there comes the fine line between realism and making the game more fun, and I think removing that possiblity could be an optional thing, but chaff radius through wall isn't exactly something you should just be able to tick off and go 'haw haw' :P. Would have to be a server side option.

Personally I think it isn't a major problem it actually helps in the game, it would be possible in real life, it would help people realise you can't just place mines by walls, you should a more creative approach, and it should stay, but when the team and the public tests the game out, that would be a better time to debate the matter in my opinion, as at the moment we don't know how the game is going to run entirely, so it's not too responsible to make a decision IMO.
Title: Re: Project Stealth Mine
Post by: Gawain on November 17, 2007, 12:07:27 AM
chaff working through walls is just dumb, there's really nothing to discuss about it.
Title: Re: Project Stealth Mine
Post by: Spekkio on November 17, 2007, 12:19:45 AM
Quote from: neth on November 16, 2007, 04:02:12 PM
cant remember if there was a through-wall effect in pt
The graphics effect might've gone through the wall, but the functional effect did not.
Title: Re: Project Stealth Mine
Post by: Test-Subject on November 17, 2007, 03:39:39 PM
Quote from: STON3COLDKILLA on November 16, 2007, 07:32:03 PM
Wouldn't through wall actually work in real life? I'm not an expect but im sure it would, but then there comes the fine line between realism and making the game more fun, and I think removing that possiblity could be an optional thing, but chaff radius through wall isn't exactly something you should just be able to tick off and go 'haw haw' :P. Would have to be a server side option.

Personally I think it isn't a major problem it actually helps in the game, it would be possible in real life, it would help people realise you can't just place mines by walls, you should a more creative approach, and it should stay, but when the team and the public tests the game out, that would be a better time to debate the matter in my opinion, as at the moment we don't know how the game is going to run entirely, so it's not too responsible to make a decision IMO.

I'm no expert but I think that it would work... but pass the wall it wouldn't have it max raidus since the particle can't get passed the wall... but I'm pretty sure anything right on the other side of the wall would be affected because a part of the particules will gather-up on on the wall and create a magnétic field strong enought.
Title: Re: Project Stealth Mine
Post by: Capone_FTW on December 05, 2007, 08:47:59 PM
Binary could u maybe try to do a small tut /video tut how did you done the mine?

i got cinema4d, maya , 3dsmax
Title: Re: Project Stealth Mine
Post by: goodkebab on December 05, 2007, 11:19:58 PM
capone,  there are a thousand and one modelling tutorials on the internet for any software you like.  I suggest using those first.
Title: Re: Project Stealth Mine
Post by: B1nArY_001 on December 06, 2007, 02:46:53 AM
If I had the time, I would be happy to. Unfortunately between my job, social life and Project Stealth I am lucky to get over 4-5 hours of sleep a night. Kebab is right though, there's tons of good learning material out there. However, if you have a question about something in particular feel free to send me a pm.
Title: Re: Project Stealth Mine
Post by: Gui Brazil on December 06, 2007, 05:11:35 PM
3d Buzz (http://www.3dbuzz.com/)
Learning Maya (http://www.learning-maya.com/)
3d Total (http://www.3dtotal.com/)
Tutorialized (http://www.tutorialized.com/)
High End 3d (http://www.highend3d.com/)
CG Tutorials (http://www.cgtutorials.com/)
Digital Tutors (http://www.digitaltutors.com/digital_tutors/index.php)
Gnomonology (http://gnomonology.com/)
The Gnomon Workshop (http://www.thegnomonworkshop.com/)
CG Academy (http://www.cg-academy.net/)

Keep in mind that while some of those are free, you have to pay for others.
Title: Re: Project Stealth Mine
Post by: B1nArY_001 on December 06, 2007, 05:32:16 PM
www.httpt://Lynda.com (http://www.httpt://Lynda.com)

Is also a great website, $25 US a month and they have a huge library of videos that covers multiple 2d and 3d packages.

If modeling for games is what interests you then I would suggest Lynda or 3dBuzz.
Title: Re: Project Stealth Mine
Post by: Capone_FTW on December 06, 2007, 07:16:38 PM
ty for all this pages ill try my best now ;)
Title: Re: Project Stealth Mine
Post by: Christf on December 06, 2007, 11:41:55 PM
I know a place where there aren't many people, but they help you a lot and they have good tutorials. Try this :
http://enjoycg.com/forums/index.php
Title: Re: Project Stealth Mine
Post by: Vega on December 09, 2007, 08:10:46 AM
these look awesome as well, great job.
Title: Re: Project Stealth Mine
Post by: MulleDK19 on December 11, 2007, 12:51:40 PM
It the mines should be realistic, the mines should blow when the merc enters the laser too :P

or proxy... LOL!

No... They of course got a device in their suit so any mine would ignore them when in range of it...

LOL... That way spies could go through laser mines without dying if a merc is near :P
Title: Re: Project Stealth Mine
Post by: Westfall on December 12, 2007, 06:53:45 AM
Quote from: MulleDK13 on December 11, 2007, 12:51:40 PM
It the mines should be realistic, the mines should blow when the merc enters the laser too :P

or proxy... LOL!

No... They of course got a device in their suit so any mine would ignore them when in range of it...

LOL... That way spies could go through laser mines without dying if a merc is near :P

Nice excuse?
Title: Re: Project Stealth Mine
Post by: Gawain on December 12, 2007, 02:45:59 PM
this could actually work. you can still kill the merc with the mine by tazing the mine.
Title: Re: Project Stealth Mine
Post by: Westfall on December 13, 2007, 08:35:06 AM
Quote from: Gawain on December 12, 2007, 02:45:59 PM
this could actually work. you can still kill the merc with the mine by tazing the mine.

Well duh ;)
Title: Re: Project Stealth Mine
Post by: B1nArY_001 on December 13, 2007, 04:29:22 PM
Funny, when I was making the mine I thought about proposing 1 to 2 second laser shutoff as the merc passed through but in the end I figured it's pretty pointless.
Title: Re: Project Stealth Mine
Post by: Gawain on December 13, 2007, 04:33:55 PM
Quote from: B1nArY_001 on December 13, 2007, 04:29:22 PM
Funny, when I was making the mine I thought about proposing 1 to 2 second laser shutoff as the merc passed through but in the end I figured it's pretty pointless.
it would add some funny stealth opportunities following the merc but obviously pretty useless in most situations as you could simply blow him up anyways XD
on the other side mercs would have to stay at some distance to the mine spots in order to make them work against rushing spies.
Title: Re: Project Stealth Mine
Post by: Tidenburg on December 13, 2007, 08:28:01 PM
I had some good times with mines in CT. I used to love waiting for a merc to plant one and either running behind him or waiting till he turns around and whacking him into it making it explode. Mine ownage is teh 1337.
Title: Re: Project Stealth Mine
Post by: Farley4Fan on December 13, 2007, 11:30:32 PM
Sometimes when I knew the spy had his last life I would plant a mine and face the wall covering the mine with my body.  Then I would put on gas mask so he couldn't put me to sleep.  If he came to grab me or jump on me it would be game over.  ;D
Title: Re: Project Stealth Mine
Post by: Gawain on December 13, 2007, 11:53:19 PM
Quote from: Papa Skull on December 13, 2007, 11:30:32 PM
Sometimes when I knew the spy had his last life I would plant a mine and face the wall covering the mine with my body.  Then I would put on gas mask so he couldn't put me to sleep.  If he came to grab me or jump on me it would be game over.  ;D
another example of your n00biness...
Title: Re: Project Stealth Mine
Post by: Succubus Dryad Of The Undying Comet on December 14, 2007, 12:09:07 AM
Why noobiness? It's cool and if the spy is such a moron to run up on a merc then he's an idiot.
Gawain note that REAL pros would help worse ppl to grow skill, and you don't do that. You only point out what you don't like, without any arguments to support it.
Title: Re: Project Stealth Mine
Post by: Gawain on December 14, 2007, 12:55:06 AM
Quote from: Gawain on December 13, 2007, 11:53:19 PM
Quote from: Papa Skull on December 13, 2007, 11:30:32 PM
Sometimes when I knew the spy had his last life I would plant a mine and face the wall covering the mine with my body.  Then I would put on gas mask so he couldn't put me to sleep.  If he came to grab me or jump on me it would be game over.  ;D
another example of your n00biness...
Quote from: Kok4f4n on December 14, 2007, 12:09:07 AM
Why noobiness? It's cool and if the spy is such a moron to run up on a merc then he's an idiot.
Gawain note that REAL pros would help worse ppl to grow skill, and you don't do that. You only point out what you don't like, without any arguments to support it.
just for you my aikido fellow:
1)this "tactic" simeply doesn't work, all it does is get you killed occasionally. a good spy easily avoid a camping merc and certainly wouldn't run towards him to get a neck when there is a mine beeping.
2)putting on gas mask is pointless against quick cams as you can't keep it activated all the time and it even lowers you fov.
3)it's not my job to teach papa skull how to improve in ct, especially not if he refuses to play the pc version which is quite ridiculous. if a new player askeds me to give him some advice i'd spend some minutes with him for the sake of the community. i simply can't see why i should respect a guy that considers himself as equally skilled when he got no idea what he's talking about in his monster-spam-threads.
4)still waiting for you aqua 1337-strat video papa, rofl mao lol
Title: Re: Project Stealth Mine
Post by: frvge on December 14, 2007, 01:01:52 AM
*points to the topic title*  :'( :'(

C'mon guys, try to be nice.

I don't want to temporarily lock threads.
Title: Re: Project Stealth Mine
Post by: Tidenburg on December 14, 2007, 02:05:02 AM
:retracted:
I was tired.
Title: Re: Project Stealth Mine
Post by: B1nArY_001 on December 14, 2007, 06:04:48 AM
Seriously can we give the PC vs console bullshit a rest?

You both have HUUUGE virtual cocks, yay everyone's happy now!

P.S. My dad can beat up your dad.
Title: Re: Project Stealth Mine
Post by: Farley4Fan on December 14, 2007, 11:59:34 PM
Quote from: Gawain on December 14, 2007, 12:55:06 AM
Quote from: Gawain on December 13, 2007, 11:53:19 PM
Quote from: Papa Skull on December 13, 2007, 11:30:32 PM
Sometimes when I knew the spy had his last life I would plant a mine and face the wall covering the mine with my body.  Then I would put on gas mask so he couldn't put me to sleep.  If he came to grab me or jump on me it would be game over.  ;D
another example of your n00biness...
Quote from: Kok4f4n on December 14, 2007, 12:09:07 AM
Why noobiness? It's cool and if the spy is such a moron to run up on a merc then he's an idiot.
Gawain note that REAL pros would help worse ppl to grow skill, and you don't do that. You only point out what you don't like, without any arguments to support it.
just for you my aikido fellow:
1)this "tactic" simeply doesn't work, all it does is get you killed occasionally. a good spy easily avoid a camping merc and certainly wouldn't run towards him to get a neck when there is a mine beeping.
2)putting on gas mask is pointless against quick cams as you can't keep it activated all the time and it even lowers you fov.
3)it's not my job to teach papa skull how to improve in ct, especially not if he refuses to play the pc version which is quite ridiculous. if a new player askeds me to give him some advice i'd spend some minutes with him for the sake of the community. i simply can't see why i should respect a guy that considers himself as equally skilled when he got no idea what he's talking about in his monster-spam-threads.
4)still waiting for you aqua 1337-strat video papa, rofl mao lol

Hmmm... Where do I begin.  Let's start off by saying that you are a fucking ignorant flaming piece of shit retard.

I didn't say anything to him.  He just decided " hey there is a post by papa skull, I won't even read his post and just flame him and say he's a noob without ever seeing him play. "  That's the difference between me and you Gawain.  You are completely biased and you won't learn to accept PC isn't the only way to play Spies Vs Mercenaries.  Ubi released it for both console and PC so stfu, they are essentially the same game.

I've only done that twice.  My little trick that is fun to do.  I only would do it near a vital objective or the last one to get.  For example:  I've done it on Aquarius.  It was the last objective and I did it near the tank by the terminal.  I was in camnet mode so the spy just thought that I was looking through camnet and I happened to be facing the wall when I activated it.  What is the spy going to do?  Hack the objective with me standing right there?  He was on his last life, his buddy was completely out of lives, and there was only 3 seconds left on the objective.  Do you realize that it is much harder to hear mines sometimes on console?  You can't hear mines so clear.  This doesn't make the PC version more elite by the way.  The spy didn't RUN up to me.  He was crouching.  The mine went off, we all died, it was funny as hell, game over.

I don't use it as a "tactic".  It was like a once in good while oppurtunity and I took the chance of doing it because I thought it would be hilarious.  Don't use it as proof of me being a noob, are you kidding?  Haven't you ever done something in a video game because you thought it would be fun?  Like locking yourself in the tank in Aquarius and having it fill up or jumping off a huge cliff? If you did then it isn't because you are a noob, it was because you thought it would be fun.  That's what I did.  Wtf is wrong with you seriously...
Title: Re: Project Stealth Mine
Post by: Tidenburg on December 15, 2007, 12:04:15 AM
^ agree 100%
Title: Re: Project Stealth Mine
Post by: Gawain on December 15, 2007, 12:31:06 AM
i explained why it sucks because of kokafan's request.

i'm well aware that you do this for fun, but only a real noob would run into the trap.
Title: Re: Project Stealth Mine
Post by: BurningDeath on December 15, 2007, 12:38:03 AM
Not going into detail here, but I just quick-read that Gawain said something like:

"putting on gas mask is pointless against quick cams"

ehm ... like what?! I never found it too hard to have the gasmask selected and press 1 (one!) button to activate it in time. Maybe my superior reflexes. Whatever.
Title: Re: Project Stealth Mine
Post by: Gawain on December 15, 2007, 12:40:48 AM
it was in the context that one camps at a spot and puts on gasmask but doesn't activate it which doesn't help against cams but does the opposite by lowering the fov. at least for me it makes no difference to press one or two buttons.
btw i pointed out in other threads that the activation delay should come when you select mask and not when you activate it.