All Things Art: Building Edition


Agent_117

 

Posted

this isn't a building request per say but how about adding small animals to the list of NPC pedestrians, cats, dogs, squirrel, rabbit? I mean I have an arc explaining why we don't have them (see my signature) but would it be so hard?


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The Trash Came Back
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Posted

Quote:
Originally Posted by Anti_Proton View Post
Let me reinerate a suggestion I made earlier. Have poeple in the skyscrappers occationally look out the windows and wave at passing heroes.
This would be a lot of work, but I heartily agree! During the day, the windows could/should be reflective, but at night when they are supposedly lit from the interior, you should be able to see inside the windows.

In that case, you should be able to see office spaces (offices, open areas of cubicles, hallways, etc), and much like some of the interiors in Portal Labs, you can see people moving and walking around behind the glass - and yes, it would be cool to see them waving at us as we fly by.


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Posted

[QUOTE=Newty;2887418]Forums were originally designed for quite lengthy posts.
And well.. it makes a change to see lengthy posts from the normal one-sentence replys. And also, it gives something for not only us to read, but the team also! aha. [QUOTE]

I tend to skim 'quite lengthy posts.' Doesn't mean I don't read them, but succinct, concise posts make for more digestible communication. In general, you guys are doing great with this, and it's helping me form a better picture of what the players want to see going forward.

I'm taking notes on all this stuff, so if you haven't posted already and you're reading this, please don't hesitate to add your thoughts to the conversation.


David Nakayama, Lead Concept Artist
COH Concept Art Gallery now open at
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Posted

Of all places I would like to see some Light Houses on the Rogue Isles. It would be fairly boring to have a mission of running up the stairs... but the outside appearance would be nice.

We need some of the Homeless(and Lost) to have signs like: Will work for food, My Porsche is in the Shop, Archnos/Longbow Disabled Vet...


@Blood Beret(2)Twitter
I am a bad speeler, use poorer grammar, and am a frequent typoist.
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Posted

[QUOTE=David Nakayama;2889441]

Quote:
Originally Posted by Newty View Post
Forums were originally designed for quite lengthy posts.
And well.. it makes a change to see lengthy posts from the normal one-sentence replys. And also, it gives something for not only us to read, but the team also! aha.

I tend to skim 'quite lengthy posts.' Doesn't mean I don't read them, but succinct, concise posts make for more digestible communication. In general, you guys are doing great with this, and it's helping me form a better picture of what the players want to see going forward.

I'm taking notes on all this stuff, so if you haven't posted already and you're reading this, please don't hesitate to add your thoughts to the conversation.
Ok, here's a shorter version of my previous post
  • Upgrade the older textures.
  • Replace some of the older old building models, especially the skyscraper models, with new ones, with one model type being replaced per Issue.
  • Make Galaxy City and Atlas Park more distictive from each other by keeping the urban warehouse district feel in Galaxy, and removing most of the warehouse areas in Atlas and replacing them with things like the Paragon City Museum and a shopping mall to bring the zone in line with its role as the heart of the city.
  • Add faction specific buildings, like Crey offices, to the normal city zones, and have missions against Crey use them as the mission door rather than random buildings.
  • Turn Blyde Square into Times Square, with neon signs and much more NPC activity.
  • Reduce the size of Independence Port by merging the northern end of the zone with Terra Vola, making a divided zone like Faultline and its dam.


@Golden Girl

City of Heroes comics and artwork

 

Posted

[QUOTE=Golden Girl;2889668]

Quote:
Originally Posted by David Nakayama View Post
[LIST][*]Make Galaxy City and Atlas Park more distictive from each other by keeping the urban warehouse district feel in Galaxy, and removing most of the warehouse areas in Atlas and replacing them with things like the Paragon City Museum and a shopping mall to bring the zone in line with its role as the heart of the city.
I agree with you on all points except the idea of making Galaxy city a complete warehouse district. One thing I imagine when I hear a name like Galaxy City is lots of Googie architecture themes. Anachronistic, honestly, but I think that Galaxy City also deserves a distinct unique look, like how Atlas might be changed to have lots of Neoclassical architecture or Colonial Revival, Galaxy should get a good treatment with a nice spacey theme to it too.
Perhaps also mix up the Googie look with Modern Industrial architecture.
As to why there would be buildings with Googie from the 60's that survived to present? The Rikti maybe thought that such silly looking buildings were not worth bombing the @#$% out of.


Click here to find all the All Things Art Threads!
Quote:
Originally Posted by Samuel_Tow View Post
City of Heroes is a game about freedom of expression and variety of experiences far more so than it is about representing any one theme, topic or genre.

 

Posted

Quote:
Originally Posted by Du Hast View Post
in the spirit of continuity can we please have ALL building missions (such as offices) have the mish entrance be an actual door to a building and ALL cave missions have a cave entrance? there has to be some simple answer to that little oversight.
Or at least have the transition a) occur in a rational direction (i.e., no bank map behind a cave entrance door on Thorn Isle in Nerva), and b) have the mission entrance blurb explain the disjoin (i.e., there are some arc missions against the Council where you go to a warehouse door, but the mission is a standard Council cave, and the mission-entry blurb says something like "if it hadn't been for the information from your informant, you never would have found this Council base concealed under a warehouse basement").


"But in our enthusiasm, we could not resist a radical overhaul of the system, in which all of its major weaknesses have been exposed, analyzed, and replaced with new weaknesses."
-- Bruce Leverett, Register Allocation in Optimizing Compilers

 

Posted

Here's one thing I'd REALLY like to see:

Building interiors that are not floating inside a black void, but actually match up to a building's exterior that we can switch between in real time. Think the Grandville Tower and the various Architect buildings. It would make entering buildings feel less like teleportation and more like entering an actual space.

Make the Architect doors open like in-mission doors, such that they leave a direct line-of-sight opening between outside and inside, rather than opening to fake "blackness" that we run into, then run out of.

As for the rest of my points:

1. Look into the scale of the footprint of newer buildings, and make sure they aren't over tunnels.

2. Look into bringing more colour to the Rogue Isles, possibly via a new zone if that's ever on the agenda.

3. Tie specific map layouts to specific doors in the word. That way, if I go to "that" warehouse, I know to expect "that" interior. Missions can still take place in different doors, though.

4. Have more buildings with with less rigidly defined "inside" and "outside" like the the Wentworth's Fine Consignments building. Add these to outdoor instances, as well.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Quote:
Originally Posted by AzureSkyCiel View Post

I agree with you on all points except the idea of making Galaxy city a complete warehouse district. One thing I imagine when I hear a name like Galaxy City is lots of Googie architecture themes. Anachronistic, honestly, but I think that Galaxy City also deserves a distinct unique look, like how Atlas might be changed to have lots of Neoclassical architecture or Colonial Revival, Galaxy should get a good treatment with a nice spacey theme to it too.
Perhaps also mix up the Googie look with Modern Industrial architecture.
As to why there would be buildings with Googie from the 60's that survived to present? The Rikti maybe thought that such silly looking buildings were not worth bombing the @#$% out of.
I don't mean to make it a warehouse district - I mean just to keep it as it is now, with the same mix of warehouses and skyscrapers and other buildings.

I also think that when we get the moon zone, the space port bit should be in Galaxy City rather than Steel Canyon.


@Golden Girl

City of Heroes comics and artwork

 

Posted

I would like to see the night time actually be night time in-game (as opposed to 'grey-time') allowing for architectural activity like street, billboard and building lighting (including ambient lighting from windows and doorways).

This could also be used to determine the weight of combat NPCs vs. non-combat NPCs that mill around throughought the neighborhood and zones as well as the type and general activity (of either).



Cimerora needs to be expanded and fleshed out beyond the city walls.


Apparently, I play "City of Shakespeare"
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Posted

Quote:
Originally Posted by Samuel_Tow View Post
Building interiors that are not floating inside a black void, but actually match up to a building's exterior that we can switch between in real time. Think the Grandville Tower and the various Architect buildings. It would make entering buildings feel less like teleportation and more like entering an actual space.
Even if they didn't do this, it would be nice if some office building maps (for instance) had one end of the map designated the "exterior wall" with some windows looking out. Even if the windows looked out into the generic "cityscape" you see beyond the war walls or something, it would feel more like being in a building and not just on a map.


 

Posted

10 Things I would like to see!

1. Movie Theaters - Accessible in and out of the theater building. Can we have a big screen inside?

2. Hotels - Accessible, at least the lobby.

3. Comic Stores - Accessible inside.

4. Elevators for tall buildings - Elevator access for tall buildings to go on the roof top, just like in CO.

5. Catwalk Runway - Fashion Runway. Maybe a new "ICON" building with a runway inside for Going Rogue .

6. Red Carpet - A red carpet for a stadiums or theaters.

7. New Arena Buildings - With basketball court, swimming pools and baseball courts and red carpet. A Boxing Ring!!!

8. Gyms - Gyms! Includes multiple day job badges or some sort when you log out in the building!

9. Parks - Gardens, Eco-parks, trees, Madison square garden! Benches, Vendors, hot dog stands, balloons, drug dealers, homeless, street performers, Theme Parks, rides, Carnival like in St. Martials only more fun.

10. Beaches - White Sand Beaches, Safeguard stands.

Oh snap! Now I'm tempted to activate my CO account...

Unrelated Stuff I want to see:

1. Sharks in the water in Sharkhead Isle.


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Posted

Quote:
Originally Posted by Golden Girl View Post
Ok, here's a shorter version of my previous post

While I appreciate the sentiment, all of these things you listed are pretty much last on my personal list. Busywork updating zones is not what I want. I'd like new content. More types of maps, more types of missions. Art work in support of more things to *do* in a mission besides just kill-all, escort, and find/destroy the dingus.

For the most part, the Zones are fine. Atlas Park is a bit dated in various ways, but I'm also nostalgic about it; I really don't want AP changed. New content in Boomtown or Brickstown would be much better use of art resources, imo. I'd like content zone revamps, not just pretty shinny stuff that just sits there.


 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
Make the Architect doors open like in-mission doors, such that they leave a direct line-of-sight opening between outside and inside, rather than opening to fake "blackness" that we run into, then run out of.
Or at least take a page from the trick used to make 'windows' in the old FPS 'Doom', where you'd have the opening in the wall (the door) and behind it would be a wall that had a fixed texture applied to it that was the outside view, so that it gave the impression you were seeing outside the map, without actually having an 'outside' -- a sufficiently primitive solution to be viable on machines considerably lower in capacity than what you need for CoH today.


"But in our enthusiasm, we could not resist a radical overhaul of the system, in which all of its major weaknesses have been exposed, analyzed, and replaced with new weaknesses."
-- Bruce Leverett, Register Allocation in Optimizing Compilers

 

Posted

Quote:
Originally Posted by Rush_Bolt View Post
Also, not all glass towers look alike. There are at least 5 in this picture. None of them look alike.
Actually, they all fall into two fundamental types of the 'Chicago Frame' style of construction, the difference being whether the glass sitting in narrow frames is the exterior of the building, or it has bands of decorative masonry separating the windows. Variations in detail but not fundamental style.


"But in our enthusiasm, we could not resist a radical overhaul of the system, in which all of its major weaknesses have been exposed, analyzed, and replaced with new weaknesses."
-- Bruce Leverett, Register Allocation in Optimizing Compilers

 

Posted

Unless they make the Carnies/Carnival be like Deadly Apocalypse raid, where they spawn on a random place. Since the Carnival move from place to place (just like in my town, we have the carnival every 5 months...), it will be a good idea for a new zone raid of some kind.


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Posted

C'mon, we need an amusement park... Rollercoasters, waterslides, midways, carnies running the controls and freakshow stealing kids cotton candy and balloons!!


My other suggestion is to clean up red side! Tyrants always have the trains running on time and the streets litter free... It's the whole hid the corruption under the seeming tranquility bit... A huge part of why I never get far trying to play redside is that it's just too dirty to bother with. Give me clean streets, roads and stuff worth destroying!


 

Posted

Quote:
Originally Posted by Jophiel View Post
Even if they didn't do this, it would be nice if some office building maps (for instance) had one end of the map designated the "exterior wall" with some windows looking out. Even if the windows looked out into the generic "cityscape" you see beyond the war walls or something, it would feel more like being in a building and not just on a map.
Yeah, I've suggested this many times, myself, and I agree with it here. Have the occasional plate glass window looking outside over a generic cityscape. It would make the missions SO much cooler.

Also, give Longbow's underwater bases large plate windows looking outside at the bottom of the sea. We don't have to be able to go there, but being able to see it from time to time would make them feel a LOT more like underwater bases than like underGROUND dungeons.

Also, give Anti-Matter a REAL space station with port holes looking out into space. Maybe even give him a custom-made shuttle bay?

Generally, give maps fake views into the fake outside. It helps a LOT more than you think.

---

Have more maps switch between indoor and outdoor sections. Like, for instance, have us run through a warehouse, come outside into its truck park, then run into another building.

The new missions have the ability to have a separate mission exit that puts is in a different place than where we entered when we use it to exit. One mission I entered from Faultline and when I came out the other side, I ended up in Talos Island. Do more of those. In fact, try and use that as often as possible. Much cooler to go into a cave, do something and come out the other end than to backtrack to the entrance.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Doors and lobbies. Fixing two birds with the same stone. As was noted earlier almost all the doors look the same. To remedy that insert them in building lobbies. All the lobbies could easily fit within the small foot prints of existing buildings and then use the AE window tech to retain it's physical connection to the city. Once inside a lobby you have access to 3-4 mission doors or maybe just an elevator, and emergency stairwell. This could be a nice opportunity to throw in some artistic flair or quirky security and secretarily characters. Imagine walking into a building where you have a mission and the security guard shouts out "thank god your here they are up on the 23rd floor. Hurry!"

In other topics updating the store windows and matching them to the appropriate signage is a plus in my book.

Also please add a distinct restaraunt that is "in front steak house" and "up up and away burger"


Roxy On DA...Finally!

 

Posted

Quote:
Originally Posted by Thug_Two View Post
That would ber Canary Wharf. Site of the largest battle between Cybermen and Daleks.
1. I'ts not an Egg, it's a Gherkin.
http://en.wikipedia.org/wiki/30_St_Mary_Axe
(When I lived in London, I never met anyone who didn't think the building was stupid).

2. It's not Canary Wharf Tower, as that's a pyramid on a block.
http://en.wikipedia.org/wiki/Canary_wharf

Canary Wharf Tower was the Torchwood base in Doctor Who, yes. The Gherkin can been seen in Basic Instinct 2, and is probably the best actor in it.


 

Posted

Quote:
Originally Posted by gameboy1234 View Post
While I appreciate the sentiment, all of these things you listed are pretty much last on my personal list. Busywork updating zones is not what I want. I'd like new content.
But that's not what this thread is about


@Golden Girl

City of Heroes comics and artwork

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
Paragon City has more the look of Gotham City than that of New York, with its needlessly ornate architecture replete with eagle heads and gargoyles.
yah...completely disagree with this sentiment. Paragon city resembles more Metropolis city while the rogue isles resemble Gotham City. trust me the gargoyles, high gothic spires, Gothic cathedrals tiffany stained glass lend themselves more to the Rogue Isles than they ever did Paragon City. Gotham City is the very definition of a "City of Villains."

In fact I would REALLY like to see the Architecture of the two cities be dramaticly different. Paragon City should have the more modern minimalist style architectural design; this emphasizes the peoples hope for a new brighter future while the architecutral design of the rogue isles is more gloomy dark and antiquated.
Paragon City:


Rogue Isles: