Hey guys, because of the good results so far, we're releasing some old, but re-vamped stuff:
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fprojectstealth.splintercellnetwork.com%2Fpublic%2Frenders%2Fprops%2FPS_DioxinMineStatsheet.jpg&hash=c29392e9e6bd508eaa0f1997144466e7ea6f36ff)
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fprojectstealth.splintercellnetwork.com%2Fpublic%2Frenders%2Fprops%2FPS_AdhesiveCamStatsheet.jpg&hash=dbb3a9f88c6e23772b5677b0041f344ea7523c80)
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fprojectstealth.splintercellnetwork.com%2Fpublic%2Frenders%2Fprops%2FPS_MineStatsheet.jpg&hash=058c134b547e1ccf7d798b553512196bbf1e5862)
And what about these turntables of the characters? :P
The Spy (http://projectstealth.splintercellnetwork.com/public/video/spy/turntable_Spy.mov)
The Mercenary (http://projectstealth.splintercellnetwork.com/public/video/merc/turntable_Merc.mov)
Have fun all :)
Nice :P But you're not implying that proxy/laser mines will be a separate gadget from poison...?
No. It's only a different design to be able to distinguish between the types.
Everything looks great. Although I can't view the turntables on this computer.
Is there a blinking light on the proxy mine?
Not specifically, but you see the plus sign. The laser has the x sign.
I was under the impression the proxy mine WOULD have the blinking light
Well, then it HAS. w/e.
Perhaps those 4 extended flaps could blink red? Just seems that a red blinking light is the easiest way for people to recognize danger. Or maybe the center? Or maybe the lights themselves? I would just want to keep something red in there it seems to be the easiest way for people to recognize danger but thats just me. The models are great.
The mines are finished. I just don't remember the blinking behaviour. And I don't want to look it up.
Quote from: frvge on January 03, 2008, 03:57:09 PM
The mines are finished.
Making the top flash parts blink is just an emissive map...
can't see any new stuff oO
Quote from: Gawain on January 03, 2008, 04:48:05 PM
can't see any new stuff oO
No one said new? It says re-vamped.
The blinking lights were discussed in this thread -
http://www.projectstealthgame.com/index.php/topic,535.0.html (http://www.projectstealthgame.com/index.php/topic,535.0.html)
So the blue lights are going to blink?
QuoteFew revamped and new releases for the MOTY Awards
...
on the mine topic: proxy and laser mines should both feature a blinking light.
They do already in CT. Also, i'd like to see two states of proxies:
One that acts normal, and one thatexplodes with extra sharpnel, causing the spy to SLOWLY (half life/ minute) lose health. The explosion would less damage than normal, so even if the spy would go right through the mine, he would still be able to escape the merc (if not hit).
btw - i'd like to get informed when the host changes the default map settings (lives, time, etc).
Quote from: Gawain on January 03, 2008, 09:06:49 PM
QuoteFew revamped and new releases for the MOTY Awards
...
on the mine topic: proxy and laser mines should both feature a blinking light.
Ahhh I see in the topic, well that would be referring to the turntables.
Proxy will blink but laser will not. Similar to the setup that CT used.
Edit: That is not set in stone however. It will be tested to see if the different shapes the lights form is enough. If not, then they will blink. Until it is tested it's all conjecture as to whether or not they need to blink. Don't worry about it though, I think we should be able to determine what is needed :)
The turntables are the 'new' things. As far as I know, noone has seen a full 360 degree spin yet.
Can we count on 720 next month ? <excited>
We'll see.
Laser mine should not blink. Proxies only.
Still looks awesome.
Quote from: Papa Skull on January 04, 2008, 12:19:39 AM
Laser mine should not blink. Proxies only.
Still looks awesome.
Yup.
i think it should. it already makes no sound. poison mines are the ones for a stealthy approach imo.
Turn on thermal when you suspect a mine is nearby. Even if you don't hear it. If you don't see the laser then that's your fault.
Quote from: Papa Skull on January 07, 2008, 01:50:11 AM
Turn on thermal when you suspect a mine is nearby. Even if you don't hear it. If you don't see the laser then that's your fault.
QFT
Quote from: Westfall-US on January 07, 2008, 10:46:16 AM
Quote from: Papa Skull on January 07, 2008, 01:50:11 AM
Turn on thermal when you suspect a mine is nearby. Even if you don't hear it. If you don't see the laser then that's your fault.
QFT
Yep. The mines are quite balanced right now imo, no need to change them. ;)
it would be a change for design coherency, but i really don't think it makes a noticable difference in the gameplay.
What exactly is a neutral mine? I don't believe that you should add the glow to the other mines either. I don't know about you, but I put my poison mines in shadows, because they blend with the dark. I think that these mines should have the same advantage.
Quote from: Guggle on January 08, 2008, 07:10:49 AM
What exactly is a neutral mine? I don't believe that you should add the glow to the other mines either. I don't know about you, but I put my poison mines in shadows, because they blend with the dark. I think that these mines should have the same advantage.
Neutral means that it's chaffed and cannot go off. ;)
Correct
Quote from: BurningDeath on January 08, 2008, 08:13:28 AM
Quote from: Guggle on January 08, 2008, 07:10:49 AM
What exactly is a neutral mine? I don't believe that you should add the glow to the other mines either. I don't know about you, but I put my poison mines in shadows, because they blend with the dark. I think that these mines should have the same advantage.
Neutral means that it's chaffed and cannot go off. ;)
You will also notice the Dioxin Mine (poison mine) has no lights.
Quote from: Gawain on January 07, 2008, 02:40:22 PM
it would be a change for design coherency, but i really don't think it makes a noticable difference in the gameplay.
Yeah, so why make them blink? That's for proxies so they are a bit more noticeable because they don't emit a laser. Laser mines are still pretty noticeable without blinking, especially on thermal.
OT: will PS support mutators?
Quote from: Kok4f4n on January 08, 2008, 09:16:05 PM
OT: will PS support mutators?
Bit early to really think about that.
Its possible, but we dont know if we will allow it for game-balancing reasons.
Quote from: frvge on January 08, 2008, 09:20:21 PM
Quote from: Kok4f4n on January 08, 2008, 09:16:05 PM
OT: will PS support mutators?
Bit early to really think about that.
Its possible, but we dont know if we will allow it for game-balancing reasons.
Yay for modding a mod :P
It's just another 'Gametype' with changed everything. Like CTF, DM, TDM and stuff.
Quote from: frvge on January 08, 2008, 09:30:24 PM
It's just another 'Gametype' with changed everything. Like CTF, DM, TDM and stuff.
Well, it is modifying the game in some way.
giving the spies the ASMD would be awesome in every possible way.
I think that CTF could be pretty awesome depending on how it's implemented...
Yeah, having one merc and one spy in each team would be easy to balance.
Quote from: Kok4f4n on January 09, 2008, 04:54:04 PM
Yeah, having one merc and one spy in each team would be easy to balance.
Wow! Spy/merc teamwork! That's a load of awesome possibilities right there!
It's definatly not like the traditional SvM gameplay, but I think it could work as a separate gamemode. Although it'd be very DM-like.
meh, spy v spy sucked.
I never tried it - but what would be interesting is tactics similar to the traditional SvM, like covering, distraction etc - only they'd play out entirely different.
It might be more Big Daddy and Little Sister like. A symbiose. Merc protects the Spy who hacks.
Or big brother :P
Merc using camnet ;D
That'd be awesome:
CT map Museum, cafe outside is being hacked (by blue spy), blue merc is camping just next to the cafe inside door (the one next to the windows), the red spy is just after respawn and the red merc is coming from exe.
The blue merc would hs the red merc, the red spy would neck him, and while this happens the blue spy would finish hacking.
Or the blue merc could hs the red one, while the red spy would stop the blue one from hacking.
Infinity of possibilities.
Although spy vs spy encounters would be weird o.O
I picture 2 people running in circles like a dog trying to catch his own tail xD
How would spy v spy combat work then? Imo, the camera view for spy would have to be much closer to his back (like ghost recon kind of view). Also, he wouldn't be able to move the camera around unless he moves his body. In other words, he can only see in front of him. That way, spies can still grab eachother from behind. Sticky cams would be able to work on the opposing spy and the opposing merc if he doesn't have gas mask on. The spy can shock the other spy/elbow him/jump on him/pull him off of ledges. Chaff would disable the opposing spy's visions naturally, but it would effect his own too. Maybe the same could go for smoke and flash effects. The spy throwing the flash would have to quickly turn away in order to avoid being flashed, unless he fires the flash bang far away from himself.
It seems like a lot of work to me. Almost like a seperate mod. It was like reason3d's idea if you all remember that, it's got potential, but wrong game imo. Unless you guys can make it work, then that'd be cool.
Everything you mentioned can be done with mutators, maybe except the view closer to the spy.
That'd be awesome. The view is an issue, but it can be worked around, perhaps by adding a spy gadget that is near impossible to use if your opponent knows you're there?
Sure, but the wuestion is: who know UScript?
Quote from: Kok4f4n on January 09, 2008, 08:04:57 PM
Everything you mentioned can be done with mutators, maybe except the view closer to the spy.
Well, that is my absolute main concern. The spies need to be able to neutralize eachother in a way that involves stealth. Otherwise it would just be an elbow hit clusterfuck fest until the mercs come and deal with their enemies. Maybe 3 elbows and the spy is knocked down for a second? Maybe there would be a leg trip move that you can do while your enemy is stunned by the elbow hit? That would knock the spy down and he would get back up after like 2-3 seconds on the floor.
I would so love grabbing a spy from behind, and that is only possible with "ghost recon style of views" if you will. Night vision would be fine for spies, as long as they can only see straight in front of them.
How about if an enemy is behind them, the enemy is invisible to them? Like, if red spy was not in a 180 degree arch in front of blue spy, blue wouldn't see red. Not a very good solution, but I think it'd work.
Fair enough for me.
I'm a little confused. Did we stop talking about CTF? CTF doesnt really have hacks, disks would work. Mercs would defend and spy would try to grab the flag. 1 of each per team would be very interesting.
Quote from: Cyntrox on January 09, 2008, 10:12:29 PM
How about if an enemy is behind them, the enemy is invisible to them? Like, if red spy was not in a 180 degree arch in front of blue spy, blue wouldn't see red. Not a very good solution, but I think it'd work.
Bingo lol
You'd have to change the spy's ability to so easily check behind him, otherwise, there would be no stealth grabs. CTF would work exactly like the disc. Maybe CTD? Capture the disc? CTF is a little more classic and overused. I like how far cry changed the object, but kept the general objective the same with steal the sample. And who says that the merc would guard? I would work together with my merc to create a stealth+guns a blazin assault on the enemy. Like I would shoot the defending merc with a smoke while my partner lights him up with an uzi, and we've got an easy disc to steal (or flag) Then we can both go back and track down that spy going for our disc together.
Sounds like fun! A spy+merc versus 1 merc would be a omgwtf pwn. A tazer shot plus flash+chaff+smoke would make it an easy shot for my teammate. I wonder how this would all work.
Quote from: Papa Skull on January 10, 2008, 07:09:50 AM
Quote from: Cyntrox on January 09, 2008, 10:12:29 PM
How about if an enemy is behind them, the enemy is invisible to them? Like, if red spy was not in a 180 degree arch in front of blue spy, blue wouldn't see red. Not a very good solution, but I think it'd work.
Bingo lol
But at least it works.
QuoteA tazer shot plus flash+chaff+smoke would make it an easy shot for my teammate. I wonder how this would all work.
The spy tazer would probably have to be replaced or changed.
Yeah, it would makes merc's OP.
My solution works too, and it is much more reasonable.
If you remove the ss it's going to give a big advantage to mercs. You could probably just make it only able to fire once every 5 seconds so you can't spam shots until you hit him. You could also make the ss have a shorter shock time, like 2-3 seconds. If a teammate is alone, regardless of whether he is a spy or merc, he is going to be raped by a merc and a spy. You are going to have to stay with your partner unless you are a stealthy spy.
Quote from: Papa Skull on January 10, 2008, 05:06:11 PM
My solution works too, and it is much more reasonable.
Quote from: Kok4f4n on January 09, 2008, 08:04:57 PM
Everything you mentioned can be done with mutators, maybe except the view closer to the spy.
Well, he said maybe. It doesn't mean that it isn't possible. You don't even have to use mutators. You just design the spy gameplay for that gametype so the view is closer.
I looked more on it as an unofficial thing, I doubt the team is going to spend time on this.
Quote from: Cyntrox on January 11, 2008, 07:16:01 AM
I looked more on it as an unofficial thing, I doubt the team is going to spend time on this.
Who knows, I'm totally in for new gametypes (DA-hackglove gametypes/the s.m vs s.m)
AFTER we have basic gameplay (known as SvM).
It gives us more to talk about.
Should I make a new thread about this so we can have a larger scaled discussion? More people would hear about it and we totally hijacked this thread. Whoever's idea this was you might want to consider posting a topic about it in the public discussion forum.
As long as you put in a quote on my line saying that we have no problem with it AFTER we have basic stuff, I'm fine with it.
Edit: Oh, and try and keep the first post updated with links to the ideas further in the thread, that's way easier for us to read. So say someone comes with a CTF gametype, put it in the first post with a link to the initial idea. Thank you.
hey guys (I'm still alive) and I'm glad to see this project is too!
I've seen very nice stuff, but my opinion is still KEEP IT AS CLEAR AS POSSIBLE. If you do posters or any other pictures, you can use high detail level.
But ingame, where a lot of stuff comes together it really should be as simple as possible: I'm not thinking about lags or such stuff, but for the optic and reading informations it would be much more pleasant.
Maybe you should contact someone who's working with (industrial) design...
Your stuff looks really nice, but kinda ancient! You mix hightech and you let show all it's details. Think about a simple lamp: do you really want to see all it's cables and wires? At least I do not!
Think about! (But maybe I am just wrong...)
Chiquita
The shots are all real-time texture resolutions and the real time models. I just don't have the time to tweak things for high-res PR shots. On the up side, what you see is what you get for the most part ;)
It's a question about design...
I imagined a ninja-spy who uses actually his body and agility but has hightech weapons.
To stress this, he should have no rough edges, even the weapons should be covered in his very dynamic looking suit (except the shockgun)
By contrast is the mercenary. A soldier, very strengh, slow and heavy armed. So far it's more or less okey.
But the gadgets look kinda hyper high-tech stuff of 80's what reminds me to old furniture. They are also overstressed with "useless" decoration.
I think the construction should be hidden. Buildings with laser, but please no decoration where the laser comes out of the wall and such stuff.
I just don't wanna have the feeling being in a stargate movie playing project stealth. ;)
Chiquita
Don't worry. I am sure that the "rough edges" you speak of are only just because of some rendering mistakes. It should be much smoother than that.
Maybe I was just wrong. At the 2nd and 3rd look I liked it much more.
It's just in my imagination it was just much clearer...
HAI CHIQUITA!!!! =)
Can't wait getting my ass kicked again, until I relearn the controls :P
And banana is dreaming all day and night long of this momemt... hihi
wth? Lol
It must be an inside joke.
And you aren't the first to hate it at first glance then love it at second glance.
Quote from: Papa Skull on January 28, 2008, 07:27:17 PM
wth? Lol
It must be an inside joke.
LOLOLOL you don't know chiquita and banana? NEEEB
Chiquita is baaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaakc
Everytime I spell banana it makes me feel like an idiot. I'm like "damn, how many na's are on this thing? Okay, bana. Keep going. Bananana. Shit."
I am not teh noob joo are teh newbz.
Newb > noob.
my noob > your newb