Ever Wonder About the Urban Feature Buildings ?

Other talk that doesn't fit elsewhere.
This is for General Discussion, not General chat.
User avatar
Rman Virgil
Professional
Professional
Posts: 3812
Joined: 25 Sep 2006, 01:06
Location: USA

Ever Wonder About the Urban Feature Buildings ?

Post by Rman Virgil »

.

Obviously I have.

From 3 vantages.

1.) The Nuke strikes that precipitated the Collapse were non-specific as to warhead types in the WZ back story. To me that leaves interpretive room to speculate why not Neutron Warheads in the mix which leads me to -

2.) Why only crispy critter husks for urban buildings ? And lastly -

3.) Why only building architecture aesthetics reminiscent of late 19th Century - early 20th century in what is clearly a late 21st Century extrapolated Sci Fi time-line ?

So I propose:

1.) There were Neutron Warhead strikes in the mix - makes sense to me.

2.) Thus there would would be ghost cities breaking down from weathering, lack of maintenance and the reclaiming of nature but otherwise not predominated by crispy critter husks.

3.) The games anachronistic urban feature architecture was driven by a combination of development economic constraints and the tech considerations of 1997.

Thus in my photo shooting I am taking pics of Hyper Modernist Architecture that could be extrapolated into a late 21st century Sci Fi scenario & possibly some WZ Urban settings...... like the following pic....

Image

.
User avatar
Olrox
Art contributor
Posts: 1999
Joined: 03 Jul 2007, 19:10

Re: Ever Wonder About the Urban Feature Buildings ?

Post by Olrox »

Hmm, features :hmm:

AR will certainly extend to those at some time, and we'll add more diversity to it, no doubt - I don't think that anyone wouldn't like more features for Warzone :D

But that is currently very low on our priority scale, sadly.

I agree with your points, and also think that we should have "futuristic"-looking (analysing from outside the game's time-space) architeture for the urban tileset features.

One game that comes into mind, that managed to produce architeture "ahead of their time", to a certain degree, is C&C: Tiberian Sun. Here's two pics on what I mean:
Image
Image
As shown in those screenshots, they've made even rural features with a modern-looking design, and it definetely hit the minimalist tendecy that we had more strongly on the last years.

Anyway, I second that we should give some good thinking about it, perhaps even develop a specific "style guideline" for what we think that would be the architetural trend in the North America of the 22th century, since if we have too much distinct buildings, every map will look like it's on the same region ("hey, I've already seen that red dodecagonal building with blue stripes somewhere else :stare: ")

If someone is up to the challenge of making new, good features, we could include that with AR with no problem, if the community approves it! I'm willing to support such work in any way I can.

~Olrox
Jorzi
Regular
Regular
Posts: 2063
Joined: 11 Apr 2010, 00:14

Re: Ever Wonder About the Urban Feature Buildings ?

Post by Jorzi »

Ah tiberian sun :) One of my favourite games, it certainly has that convincing apocalyptic sci-fi feel to it.
ImageImage
-insert deep philosophical statement here-
User avatar
macuser
Regular
Regular
Posts: 1052
Joined: 19 Mar 2010, 23:35
Location: USA

Re: Ever Wonder About the Urban Feature Buildings ?

Post by macuser »

I would certainly be up for it. However, the purpose of AR is to remake the models as close as posib to the orig ones. Before we Go ahead I recommend we get the communities' approval.

-regards macuser
ArtRev Website

ImageImage

System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6
errorcoebin
Rookie
Rookie
Posts: 27
Joined: 28 Mar 2010, 14:50
Location: the netherlands

Re: Ever Wonder About the Urban Feature Buildings ?

Post by errorcoebin »

lol i played tbs 8 years ago.... oh memory's :3

im now playing c&c 3 upr
..--=>>ECB<<=--..
User avatar
Rman Virgil
Professional
Professional
Posts: 3812
Joined: 25 Sep 2006, 01:06
Location: USA

Re: Ever Wonder About the Urban Feature Buildings ?

Post by Rman Virgil »

.

Here's the heart of my thinking with this proposition which is based on experiments in my War School project. (Variations have also manifested in my Aqua Co-op SE / EE project.)

Urban maps have every bit the same potential for elegantly expanding game play in entirely new dimensions as the implementation of Player 7 Scavs (the posted results to date have just scratched the surface of that potential - that is also based on my pragmatic work first in War School and now in Aqua Co-op SE / EE).

Current Urban Features are so bad that for as much as I'd like to make Urban Maps I don't - so thoroughly uninspiring they are aesthetically as far as immersion - both on the creating side and the playing in a virtual world side. And I am not alone in this as map makers sensibilities go.

But getting back to the WHY & HOW Urban Maps have this great potential to expand game play in fresh, fun ways.

In a phrase - Player Game Play Deconstructed Maps.... think about it. ;)

Overall, Urban could use a face-lift...

Image

Image

Image

Image

- RV :ninja:
.
stiv
Warzone 2100 Team Member
Warzone 2100 Team Member
Posts: 876
Joined: 18 Jul 2008, 04:41
Location: 45N 86W

Re: Ever Wonder About the Urban Feature Buildings ?

Post by stiv »

Nice looking pix! Reminds me of Detroit.

Without meaning to break the fourth wall of your narrative, I suspect a large part of the reason the Urban structures look the way they do was the convenience of slapping a texture on a right rectangular prism.
User avatar
Rman Virgil
Professional
Professional
Posts: 3812
Joined: 25 Sep 2006, 01:06
Location: USA

Re: Ever Wonder About the Urban Feature Buildings ?

Post by Rman Virgil »

stiv wrote:Nice looking pix! Reminds me of Detroit.

Without meaning to break the fourth wall of your narrative, I suspect a large part of the reason the Urban structures look the way they do was the convenience of slapping a texture on a right rectangular prism.
Yes Detroit. Especially Devil's Night between 1970 - 1994 could have passed for scenarios from the Collapse or Post Collapse.

That convenience is entirely plausible for the original buildings quality, I agree.

- RV :ninja:

.