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[ROOT]/includes/functions.php on line 4783: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3897) [phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4785: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3897) [phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4786: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3897) [phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4787: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3897) TribalOutpost.com Forums • View topic - Base Ideas
Just wanting to get some input on what everybody feels theme wise, that we as mappers can do for T:V, since its pre-Tribes 1 in timeline.
I was working on a concept, but its too 'techy', and that is a fear of things, depending on how T:V is. I know theyve mentioned rolling hills type stuff, and also acid wastelands, desolete city type setups, and even underground caverns.. But where should we all plug in to..
Also, From a mappers perspective, do we want to keep the inside of bases more open than previously, for example.. some doorways in, but then basicially wide open areas, and then detail those areas out with different objects.. Or do we want to put in hallways and keep it tighter.
I have a base idea, I might try to pull off, thus reason for asking
Sort-of before mountains disappeared type base.. A simple outside on side of mountain which has a entrance or two, via a 'mineshaft' type look, which leads into a big open cavern where you would basicially spawn.. and well not sure about rest until they let us know specs.
Well, I might get some stick for this, but personally I've been looking at the screenshots of TV bases posted here and elsewhere, and been saying to myself: "Amazing: Affirmative. Lots of detail here. But they look u-g-l-y.". I mean, it looks like they've gone slightly mad... hopefully it will all be toned down and consistified before it is released, but what I want to know is if we're going to get some of the same good about T2 in TV: Distinct styles of architecture, with many different buildings inside this varied enough so as to be distinct but consistent with the rest of the game. I don't know if you saw that pyramid base screenshot, but all it did to me was make me wonder if there were going to be whole series of buildings like that. I think it would make it a less immersive game to have maps with completely inexplicably different styles of buildings in them all over the place. It would be nice if it didn't feel like I was in a different universe each time I loaded a new map. But, of course, I would like to feel as if I am on a different planet.
What I am trying to convey here is my feeling that there is a balance to be struck, in creating a game with buildings that each hold recognisable traits of T:V, but each have something different in addition.
Another important thing (to me) is not going mad with detail if it doesn't add to the aesthetic of the building. Obviously there are downers to lack of detail, mostly: lack of detail, but it does tend to keep the bases sleek. I don't want to see that lost and get some nasty looking sistine-chapel attempts that turn out looking like las vegas themed casinos. Actually, now I've said that, I'm going to go look up the pyramid screenshot again... it really does look like a casino!
"we are inside the enigma of death.
Few know real shadows, and all who feel the misery of frozenness are dark forever" - mr tagomi
me to CC. but i agree. i really loved the architecture in T2. still do. and i would like to see that carried on. maybe even more primative than t2 since it is a pre to T1.
Well primative is a relative term in this case. I mean there's only so many ways to build a base in general (walls, roof, floor; check, check, and check, crap no doors...).
It might be too early to be doing this (doesn't hurt though) since we don't know all the players and their associated info as well as what form the various equipment will take.
So far I know of four groups (which is a bit fuzzy at best since nothing's been said for sure). Here they are plus some style comments (some of which are guesses) in a very general form.
Children of the Phoenix - They would probably maintain a similar style of buildings however it would be less evolved/defined than in T1 or T2 as well as also carry some influences of the other groups that have yet to split off (such as the Starwolf) but only to a minor degree. One recuring theme however is their love of fire, flame, and all associated symbology.
Blood Eagle - The new kids on the block. Now their style depends a lot on when exactly the timeline is (the exact date still being a bit vague). If it's earlier instead of later then their style is going to be more Imperial since they'll still be agents of the Empire. If it's later then they'll have split off from the Empire forming their own tribe, and begin to form their own style. I expect there'd be a lot of general experimentation on their part but still under some common themes. First off they're brutal in there methods, as well as very utilitarian, so the buildings they concstruct would reflect this. Something designed to look imposing and menacing, to try and demoralize any enemies.
Gorgon Killers - Not a damn clue. All I know about them is that they used to be one of the Big Three but were later reduced to nothing more than a minor tribe circa T1 and T2.
Imperial - This is a guess, as it depends on if they (still) want a presense or not with the BE breaking off (if they have at that point, which I suspect they have). Their stylings would be similar to the early BE designs (similar origins) but not be identical. For starters the Empire in general doesn't have the same level of brutality that the BE does, but they still have the same sense of utilatarianess. So I see lots of straight clean lines, smooth curves, and plenty of high-tech inlays (displays, computers, etc). Everything would serve some purpose with little eye going towards artistic appeal. I would see some icons scattered about such as images of the current ruler (who that is I don't know, but Emperor Caanon died around this time, again it depends when in the timeline this game is set).
Well, we are all entitled to our own opinions =) I was just mentioning that though the armour, the flag will cut back the aerodynamics of the suit, slowing it down while jetpacking.
I started playing T2, and i loved the bases back then and i still like them now. But to throw a bit of variety i bought Tribes1 and guess what...not all maps, but some of them have really cool bases.
IceDagger and JaggedClaw by DOX are really well designed. You can check the overall catalog of prefabs on Tribes1 here
Some of those prefabs are rather ugly in terms of textures, but the overall design of the building is cool. If its possible i would like to see a mixture of T1+T2+T:V design.
Of course given the capabilites of the new engine, making simple buildings is stupid, but taking the core idea behind these prefabs might give interesting results in T:V.
^^^
I don't think making simple buildings is stupid, just as long as the gameplay is good. I mean, you can have a really cool looking base but if the user gets lost in it or if the rooms don't really serve a purpose then all you have is eyecandy... not to mention all that eyecandy can really screw with the games frame rate. This of course, is just my opinion...