Painsaw

Concept artwork for models and maps.
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Viech
Project Head
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Re: Painsaw design

Post by Viech »

kharnov wrote:

It would add some more flexibility, considering that utilizing the flamer as a primary weapon renders you impotent at anything further than point blank.

That's because the old flamer was one counterintuitive piece of crap.[SUP][1][/SUP] The new flamer is a cruel weapon[SUP][2][/SUP] and you will want to use it instead of the painsaw if you can afford it. When we roll back the dretch health we should nerf it because the flamer now does against a dretchstorm what you would expect it to do.[SUP][citation needed][/SUP]

Didn't expect so much love for the painsaw … so let's make an energy tree cutter like sci fi hasn't seen it before! :wink:

[HR][/HR]
[1]

  • When attacking structures on the floor, the huge missiles hit the latter instead of the target

  • The missiles were out of sync with the fire effect – in pretty much every aspect (speed, reach, direction, frequency)

  • The in-flight damage and the nonlinear missile power reduction over time lead to unpredictable damage output (to the point where I failed at calculating it after studying the code)

  • In certain situations, missing the target dealt more damage than hitting it

[2]

  • The new flamer sets stuff on fire

  • The new flamer leaves burning spots that set stuff on fire

  • Stuff on fire sets more stuff on fire

  • Imagine a granger fire patrol desperately spitting at an array of burning acid tubes while the heat slowly kills them. So much win.

Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction

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alexbo
Concept Artist
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Re: Painsaw design

Post by alexbo »

Here's a first iteration sketch for the painsaw.

The attachment painsaw2.jpg is no longer available
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painsaw2.jpg
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Stannum
Modeler
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Re: Painsaw design

Post by Stannum »

Currently your design is rather stale. Your use oh shapes are rather haphazard. There are no doodads the denote function. The grips aren't comfortable and there is no protection for the user.

I did a second iteration on my sketch.

http://janvanderweg.com/sketches/psaw2.png

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alexbo
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Re: Painsaw design

Post by alexbo »

Comment noted. It's just the beginning though sketch.

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kharnov
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Re: Painsaw design

Post by kharnov »

I did the Sunday article on your work, congratulations!

http://unvanquished.net/news/70-structure-concepts

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Viech
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Re: Painsaw design

Post by Viech »

I liked the small dish at the front of Stannum's first sketch.

Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction

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alexbo
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Re: Painsaw design

Post by alexbo »

Yeah the whole front part is pretty cool on that sketch.

Kharnov that's a great read. It's nice to feel useful and have people discuss my work.

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alexbo
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Re: Painsaw design

Post by alexbo »

ok so I tried to integrate some of the cool elements from Stannum's ideas. I included the UFO shaped "dish" in the front. The part in which you slide your arm to hold it in the front. There's also a beam thing behind the dish that I found really nice and included. It's b&w, if you want color let me know.

The attachment painsaw2.jpg is no longer available
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JOURNEYMAN
Dragoon
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Re: Painsaw design

Post by JOURNEYMAN »

The saw blade, whether it's energy based or not, looks rather odd when it's in horizontal position.

Grab reality by the balls and squeeeeze!

Image

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alexbo
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Re: Painsaw design

Post by alexbo »

What about the others? What do you think?

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