• Nox Aeterna [A Psychological/Survival Horror Source Modification]
    189 replies, posted
[QUOTE=hamz;33445915]Are the ones with the blue tint with Color Correction? I prefer those, personally. Gives more of an alone and isolated feel.[/QUOTE] Yes the blue-ish ones are with CC. I think I'm just gonna fix up the color correction instead of fully removing it.
Nothin' much, just wanted to show off some new blend materials and grass. Just to show that this mod isn't dead (just very slow). [img]http://shrani.si/f/N/tr/48GufN1E/noxradiotower010000.jpg[/img] [img]http://shrani.si/f/2C/rE/RuNS7gv/noxradiotower010001.jpg[/img] [img]http://shrani.si/f/1v/mD/2SzNbvDH/noxparcela010002.jpg[/img] Also please comment, it helps out more than you would think.
The grass seems really bright in contrast with everything else. The light in the third picture is much more yellow than the surrounding area. Shouldnt be entirely blue but some light tinge would be good. If you need any particle effects I'd be happy to supply them for you, this looks really awesome and I love playing from the combines perspective.
Thanks for the feedback, I'll be sure to send you a PM when I'll need some particle effects to be done!
That looks nice, Empty_Shadow pretty much hit the nail on the head, so I don't have anything else to say about it. Can't wait to play this, good luck.
Started working on the first chapter a day or so ago and I think it came out pretty good. It's not final, but I'm getting there! [img]http://shrani.si/f/11/K2/3NO21GFX/noxradiotower010002.jpg[/img] [img]http://shrani.si/f/3m/b5/J6uLfHZ/noxradiotower010003.jpg[/img][img]http://shrani.si/f/3v/rp/2JNqJ3R0/noxradiotower010004.jpg[/img]
This mod is coming along nicely.
If you're making it all really dark like that, some kind of flashlight battery system could be effective for the survival horror theme. Something like having to collect batteries for it. That's a really good way of making someone feel helpless.
I would actually consider that very frustrating. How are you going to find all those little batteries in the dark? Helpless, not really, but it would make it in to a oh shit oh shit im going to have to search all these crates and shelves for a AA battery ohp my 3 minutes are up time to backtrack over 15 minutes of work. And a Maybe a sort of crank light or something that makes you vulnerable while operating it.
[QUOTE=CrumbleShake;33756637]If you're making it all really dark like that, some kind of flashlight battery system could be effective for the survival horror theme. Something like having to collect batteries for it. That's a really good way of making someone feel helpless.[/QUOTE] There is already a nonchargeable flashlight that operates on batteries in-game! It was one of the first features I added to Nox Aeterna. Mind you the batteries don't go out in very fast, but if you don't do a little exploring the darkness might get you! [QUOTE=cardboardtheory;33760557]I would actually consider that very frustrating. How are you going to find all those little batteries in the dark? Helpless, not really, but it would make it in to a oh shit oh shit im going to have to search all these crates and shelves for a AA battery ohp my 3 minutes are up time to backtrack over 15 minutes of work. And a Maybe a sort of crank light or something that makes you vulnerable while operating it.[/QUOTE] A crank light like the one that was in Metro 2033 would be kind of annoying since you don't really shoot you gun that often and you would constantly have to stop your exploring to recharge the flashlight. Also it's totally possible to beat the mod without using a flashlight. There is no (and will be no) place in the mod that is absolutely pitch black. [IMG]http://images3.wikia.nocookie.net/__cb20090527042244/half-life/en/images/c/c7/HEV_battery.jpg[/IMG] Ps.: The batteries have this little glow that they emit in the darkness, so I guess that would help to. Also I forgot to mention that I'm removing the auto healing that happens when being attacked by a poison headcrab thus making it more dangerous. Since the player isn't Gordon and his almighty HEV suit (making it a pointless enemy one-on-one), but only a normal Combine soldier, the poison headcrab is now one of the most dangerous enemy in NA. So I suggest you keep your distance between you and it.
Gettin' ready for the January Moddb media update. [img]http://shrani.si/f/v/fI/3jx7Sedp/2011-12-2800009.jpg[/img] [img]http://shrani.si/f/2K/rG/1e60i9On/2011-12-2800008.jpg[/img] [img]http://shrani.si/f/3/Tt/4aE5jjy9/2011-12-2800006.jpg[/img] [img]http://shrani.si/f/3d/1C/24mCP6M4/2011-12-2800005.jpg[/img] [img]http://shrani.si/f/A/Qu/2ApiawQO/2011-12-2800007.jpg[/img]
Are we gonna get a video demonstration of some of the levels? They look nice, but I really wanna know how well does the style work out in motion.
[QUOTE=croguy;33950530]Are we gonna get a video demonstration of some of the levels? They look nice, but I really wanna know how well does the style work out in motion.[/QUOTE] I think I'll record a gameplay video of the first level, when it's done (gameplay wise).
The January Media release is here! Check it out: [url=http://www.moddb.com/mods/nox-aeterna/news/january-media-release]Here![/url]
The sound environment is very important in a mod like these, remember to make the abandoned buildings creak, the old machinery clank and the wind howl outside in a believable manner.
[QUOTE=Falchion;34322158]The sound environment is very important in a mod like these, remember to make the abandoned buildings creak, the old machinery clank and the wind howl outside in a believable manner.[/QUOTE] Way ahead of you, my friend :smile:.
The move to the Alps was unexpected, but I welcome it. Great work!
I love this already
Goddamn, has it been so long since the last update? I'm truly sorry, so let me make up to you by giving you some fresh new content, consisting of a new ambient sound and a screenshot featuring the improved color-correction. It's not much but's better than nothing. Also, I'm still looking for someone to help around. Primarily a programmer who's had some experience with modding before. So if you know anyone, or even better, if you'd like to help out and make my work a little easier, don't be shy and PM me! Vacant (ambient music): [url]http://soundcloud.com/planineknejc/vacant[/url] [img]http://filesmelt.com/dl/ScreenShot0013.png[/img]
Wow, this mod is looking really nice. I wish I had something to offer it, but unless you need a [I]really[/I] shitty writer it looks like I don't.
This is looking really awesome.
[QUOTE=Zay333;35176314]Goddamn, has it been so long since the last update? I'm truly sorry, so let me make up to you by giving you some fresh new content, consisting of a new ambient sound and a screenshot featuring the improved color-correction. It's not much but's better than nothing. Also, I'm still looking for someone to help around. Primarily a programmer who's had some experience with modding before. So if you know anyone, or even better, if you'd like to help out and make my work a little easier, don't be shy and PM me! Vacant (ambient music): [url]http://soundcloud.com/planineknejc/vacant[/url] [img]http://filesmelt.com/dl/ScreenShot0013.png[/img][/QUOTE] Neat cave.
I love how the environment, even in areas without snow, just says "cold".
Nox Aeterna = Eternal Darkness It's Latin btw. Nox has many meanings, but Darkness seemed the most fitting.
[QUOTE=Medevilae;35337405]I love how the environment, even in areas without snow, just says "cold".[/QUOTE] Thanks, I'm really trying to achieve this cold and abandoned feel, mostly trough music, sounds and aesthetic. [QUOTE=slayer20;35344303]Nox Aeterna = Eternal Darkness It's Latin btw. Nox has many meanings, but Darkness seemed the most fitting.[/QUOTE] Correct! Although a Latin phrase for "eternal snow" (Nix Aeterna, I think is the right translation) would be more fitting, Nox Aeterna just sound so neat and memorable.
[QUOTE=Zay333;35346301] Correct! Although a Latin phrase for "eternal snow" (Nix Aeterna, I think is the right translation) would be more fitting, Nox Aeterna just sound so neat and memorable.[/QUOTE] Considering how these screenshots are going, Nox Aeterna sounds just about right :v:
[QUOTE=slayer20;35352486]Considering how these screenshots are going, Nox Aeterna sounds just about right :v:[/QUOTE] You know, you're right! Especially since there's the player is going to be exploring abandoned caves for a good portion of the mod.
[img]http://shrani.si/f/13/10/3sD1u8Zp/2012-04-0800001.jpg[/img] [img]http://shrani.si/f/2F/SQ/1s6AxNmk/2012-04-0800002.jpg[/img] [img]http://shrani.si/f/3n/H6/1o0dOupL/2012-04-0800003.jpg[/img] After a long, uninspired mappers-block, I've got a rush of inspiration from S.T.A.L.K.E.R. I've simply got sucked in by the atmosphere it produced and my first though was, how to get this feeling into Nox Aeterna. That's why, I'll be paying extra attention to environmental story-telling when mapping this level. As far as the screenshot go, they're very early quality. I've just set up the basic geometry, setting up a good solid foundation, which I will later flesh-out with great detail. I would also like to announce, that the Nox Aeterna development team just got bigger by one person! [url=http://facepunch.com/members/63473-TH3_L33T]Lucas Elzinga a.k.a TH3_L33T[/url] is now the mods secondary mapper, making my work now much easier.
Looking great, I'm usually too much of a pussy to play most horror games/mods, but I'll have to force myself to at least try this one.
[img]http://shrani.si/f/1m/C2/1sACcykM/2012-04-1000002.jpg[/img] As I've said before, I'm paying extra attention to environmental story-telling. First of such, is a tiny camp spot that a refugee set up, to hide from the combine. The camp spot, as it is now, is not finished. I plan on adding a diary and other personal belongings that will further flesh out the story. But the light that the fire emits, creates an interesting contrast, separating the little hideout from the cold outside by creating a feeling of comfort.
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