Rolling Hills
by Brian Kaler · in Marble Blast · 01/16/2003 (11:48 am) · 8 replies
on a different topic, when you first heard about this game, and that it was using the Tribes engine, didn't you imagine really cool landscapes to roll about? A bit of my disappointment is that it's more like tribes buildings rather than tribes landscapes. I thought levels might be huge scenes with different objectives, almost a mario64/sms atmosphere but easily 10x cooler. I guess when I hear Marbles and Tribes I get to brainstorming a bit too quickly.
#2
Just my opinion.
And yes, I do think rolling hills would be nice... that would really varry the times people are getting.
I said Tribes "engine" which is basically famous for rendering those endless hilly landscapes, in fact as far as tribes buildings go, they could never stand up to a quake/unreal/etc map at all, it was those huge endless landscapes that were the real charm. Btw RTCW is very obviously the quake3 engine. I wasn't trying to make it sound like I was asking for it to be like tribes, otherwise I could of said silly stuff like, give the marbles jetpacks, and inventory stations for the powerups. Which now that I think of it is a cool idea, could start with a toolkit of abilities and have to solve puzzles using them, but see, I'm hopeless =\
01/16/2003 (12:04 pm)
Why does everyone have to compare Torque games to Tribes2? I for one loved Tribes2, but these are completely different games! They are just running on the same engine! It is like comparing Return to Castle Wolfenstein, Elite Force, and Medal of Honor:AA to Quake3 saying that none are gothic enouhg and where are the cool rocket launcher and lightning guns? You can't make comparisons (well you can, it isn't wise to do so though). Just my opinion.
And yes, I do think rolling hills would be nice... that would really varry the times people are getting.
I said Tribes "engine" which is basically famous for rendering those endless hilly landscapes, in fact as far as tribes buildings go, they could never stand up to a quake/unreal/etc map at all, it was those huge endless landscapes that were the real charm. Btw RTCW is very obviously the quake3 engine. I wasn't trying to make it sound like I was asking for it to be like tribes, otherwise I could of said silly stuff like, give the marbles jetpacks, and inventory stations for the powerups. Which now that I think of it is a cool idea, could start with a toolkit of abilities and have to solve puzzles using them, but see, I'm hopeless =\
#3
01/16/2003 (12:29 pm)
Mmmmm . . . . marbles with jet packs . . . . mmmmm.
#4
01/16/2003 (4:33 pm)
I kinda wished for terrain capability with marble blast. I could imagine a whole slew of levels and such but I fear the framerate would prolly drop thru the terrain itself.
#5
01/16/2003 (4:53 pm)
Well the thing that jumps out right off the bat, to me, is stencil shadow capability -- this would probably bring even a Radeon9700 to its knees even with extensive tweaking if applied to the terrain; just thing of the MASSIVE number of calculations that would have to be done to get shadows working with terrain.
#6
01/16/2003 (6:06 pm)
Calculations??? Bah! I'd just use my slide rule.
#7
But seriously, no one has really come up with a workable method for dynamically shadowed terrain yet. Witness AC2. In fact, even the shots of EQ2 don't show any form of terrain shadowing.
01/16/2003 (6:19 pm)
Yeah that was worded kind of funny.But seriously, no one has really come up with a workable method for dynamically shadowed terrain yet. Witness AC2. In fact, even the shots of EQ2 don't show any form of terrain shadowing.
#8
02/18/2003 (3:54 pm)
Not to mention that the level designers couldn't be nearly as fiendish if you had nice, stable ground to roll around on ;)
Andrew "Breadman86" Ols
Just my opinion.
And yes, I do think rolling hills would be nice... that would really varry the times people are getting.