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How to create kind of an atmosphere?
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Audiopulse
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Joined: 08 Jul 2006
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PostPosted: Sun Aug 05, 2007 11:12 am    Post subject:  How to create kind of an atmosphere? Reply with quote  Mark this post and the followings unread

Somebody remembering Dune2? The old Dos-Dune? I do hardly - ive been 5 around that time or so. But what do we remember about those days? Atmosphere? Yes. When youve been waiting for another wave, when youve been building up your army and planned the paths youd have to move along to get in the enemys back...

These are things that havent changed untill today. Still you were waiting and wondering about the next wave, about if youre army is gonna do it at the next counterattack and additionally youre probably watching the skies for Superweapons coming down over you. But after all - your bases still lay quiet. Some moving rotors or generators (Like to be seen at the Generals US-PowerPlants) and sometimes a Blastdoor opening, at the Warfactory, to release another tank.

But I already saw that otherways - Airfields filled with howling Jets and fighterbombers. Swarming in and out at a continous stream to support the frontline. Squads moving out the Barracks, to turn just the same way and some tanks following that horde. In other words: Convoys travelling through the map to hold a line set ablaze by a fiercy battle. Epic? Yes.

The Same at another Game: Carryalls swarming just over your base, lifting harvesters in and out of the base if danger is approaching or you just need someone to get them to the spicefields further away. Tradeships coming in - pronounced by an important sounding female adminvoice - delivering tanks and materials. Yes - im talking about Dune2000.



You see, my base was really alife and not just laying there, steady to pump out some more troops like a downlaid Box-o-wonder. Every second there was something happening.
This is something to consider for OTS.
Either you may just implement Buildings with a tag to have specific or random flightobjects coming in on it, landing or just dropping down things and starting off again. That way these Buildings could server in aseveral ways: As an Airport to add some flair to the maps, as an HQ at red zones where supplies are heavily needed, as an GDI campainaddition to the Weaponfactories. Delivering light vehicles from the Philadelphia...

Other mods could use them as well. Remember my suggestion to add several ways how to gain resources? Modders could add a Building like an oreminingfacility, that produces Ore and lays down containers of ore down in front of the facility. In Order the players would have to establish and hold a Logistic-queue to ensure their income. That way the whole game would gain a georgeous amount of tactical options. Turtling in reality would be effective. Just think of all these medievalcastles, but what, if the enemy just manages it to cut of your resource-deliverance-system?

Such buildings could enrich the gameplay alot.

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Kiith-Sa
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Joined: 26 Oct 2004

PostPosted: Mon Aug 06, 2007 2:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

All sounds nice, but I think this should be left for somesort of OTS flagship mod, not the base itself, which should be just bugfixed remake with improved graphics and interface (though, I'd not mind if strong wind pulled dust into the air, etc, but this still falls to improved graphics imo.)

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Audiopulse
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Joined: 08 Jul 2006
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PostPosted: Mon Aug 06, 2007 8:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Agreed. Simply agreed.

Just another thing. I talked about Settlers previously. You may consider having some kind of small Vehicles, Men or Flight-drones taking up Resources from Ress-buildings to deliver them to refining Buildings or Warfacs.

Im just unsure how to controll the Ress-flow. If not solved correctly (Or even not solved at all) these "drones"§ might drop the junk at any building where theyre not needet...

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audiopulse sagt:
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Luke | CCHyper sagt:
yup, neptune size!

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Judeau
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Joined: 28 Feb 2004

PostPosted: Mon Aug 06, 2007 8:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Again, i agree, making bases feel "alive" is important, instead of having stuff like in Generals and TW.

i suppose having simple unit spawns and special behaviors for objects in association with buildings could be something that could be implemented in base TS as well.

not anything that actually affects the gameplay, but the atmosphere.

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Audiopulse
Railgun Soldier


Joined: 08 Jul 2006
Location: in your closet... Post = true

PostPosted: Mon Aug 06, 2007 10:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

True - You probably saw the Patroul at the GDI-barracks at TW, did you? Extend that! Technicians moving around the Conyard, Radardishes tuning in from time to time instead of stupid rotating, randomly dropped containers and barrels near the Warfacs or the Refineries. (Remember the Support-pad in Generals where the USA gained additional Funds? - ever build some of them next to another one without rotating? Looks stupid...)
Moving parts at helipads for example, if there had been an aircraft landing on it, to restore ammo and fuel...

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audiopulse sagt:
your raging arse is creating storms?
Luke | CCHyper sagt:
yup, neptune size!

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Audiopulse
Railgun Soldier


Joined: 08 Jul 2006
Location: in your closet... Post = true

PostPosted: Thu Aug 09, 2007 9:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Adding sound-sources to the map via mapeditor. Just like at Battlerealms - anybody in here that knows that secret treasure? You could place little orbs, representating a sound-source. So - if you placed one with a frog croaking at a waterplace the sound would increase in volume when you scrolled towards that waterplace.

It is a MUST to have the opportunity to place such "sources" at Maps - the same may go for Details like Flames. The Warcraft3 + Frozen Throne editor might stand a good example. You could place smoketrails, flames and evil glowing sparks anywhere. Placing them at ruins or broken things made them look like "fresh from the battlefield" Wink

Also - of course wed be silly to not add them to buildings. Powerplants need a deep and powerfull humming sound, warfacs a fizzling- and metallic stomping sounds just like the Barracks need the distant yelling of some unknown Sergeant instructing his squad...

To make Buildings, Objects and Units as realistic as possible, imagin you yourself would be ingame and standing right next to it. Whilst a original TS-building would just be there in front of you, showing hardly any activity than flashing lights and sometimes a rotating turbine, our Buildings need to respond to as many human senses as possible.

Visual: Rotating turbines at maybe one building is just not enough. I want to see these turbines and flashing lights, moving doors, stomping pistons, trickling cooling-water-tubes, moving people behind larger windows, rolling conveyorbelts and curling smoke...

Audiovisual: As I said - there needs to be the powerfull humming coming deep out of the Powerplants heart. Make it sound as powerfull as it is - damn - its a reactor and no A-Cell-batterie!
Same goes for a heavy, stomping Titan. These freaky mountains of doom should just let the surrounding HEAR whats coming there.

Smell: Of course we cant really "smell" a Tib.Refinery. But by using both, Visual and Audiovisual details, we can suggest the viewer that it smells chemical. The constant fissing sound when a harvester unloads, the warningsirenes and the slowly from the ground rising green dust do just look that toxic that it should even look like a bad-smelling thing.

Feel: Again you cant feel Virtuality. But it is a real differenc between having an Original TS-orca or even better a Jumpjet (didnt even hover in the air - it just stuck to the skies #Tongue ) does just feel way more boring than a Fighter at Generals, drifting slightly up and down when it crosses the mountains. Maybe you can even improve that by having the Aircrafts influence theyr own travelpath by considering the range of the enemy sams? Or by having them trying to travel the most possible distance at a low-level flight through canyons. (Maybe at Elite-status or after research)


I could even proceed - but "taste" now would be really off the trail Wink
It would anyways be probably just the same like what I said about the smell.

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audiopulse sagt:
your raging arse is creating storms?
Luke | CCHyper sagt:
yup, neptune size!

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