So... Site with some alpha dev screens has deleted, i think, I need to upload a copy here. + Some beta find. *i can't find, how to put images in spoiler, sry.
“We had an idea for a large world with more open highway between cities which would take the player through deserts and mountains on long epic races.”
Apparently the game was once going to be open road racing through desert and moutainous places based on Southwest America that stretch between multiple cities, sending the series closer to its roots while still maintaining the open world idea.
"The feeling was we were moving away from what made NFS: Carbon such a great game — Speed in an urban culture. 'With that, we shifted gears and decided to keep the game within a cityscape,'"
It seems like the developers played safe and returns to urban street racing. It's kinda a shame.
“the idea of the canyon racing came late in the process but fit well with what we were already doing. Southern California has a lot of great canyons near the cities that are perfect for canyon racing."
Ah, that explains the sloppiness seen in the canyons.
"it was decided to keep the time of day at night to simplify multiple lighting scenarios. The art direction was to keep things as dark as possible and use lighting to help guide the player's eye down the tracks."
I'm actually not very fond of this art direction. Just my opinion though.
Apparently, Autosculpt was so original it literally got its own section. That's that.
And just because i know you don't like clicking links, here are the important parts(but i still encourage you to read the full one):
"Creatively the biggest adjustment for Eskuri was the balancing act between what EA wanted to do and what can actually fit into the game"
Yeah, this explains a lot :D
"We went through a couple of ideas for the game and locations," explains Neil. "We had an idea for a large world with more open highway between cities which would take the player through deserts and mountains on long epic races."
"When the crew got back and started putting the world together, it occurred to them that maybe this isn't the culture of street racing. So they had to crank their concept in reverse and look at it all from another angle."
"The feeling was we were moving away from what made NFS: Carbon such a great game — Speed in an urban culture. “With that, we shifted gears and decided to keep the game within a cityscape,” explains Eskuri."
Because the beta city probably never existed in driveable stage, however the beta map you see in the demo is Palmont, the districts are just different placed including San Juan and a couple of canyon roads or pieces are there.
In the demo you're driving in the beta map, however there's nothing around or near Lookout Point and San Juan that should be according to the beta map.I believe, the beta map was just a brain storming put together artwork before they knew how they will place the districts.
The canyons were an idea which came late to the game as you can read from the Interview in the first post.
They said they had ideal of a different world with more scenic drive thru deserts (like in classic NFS, the new HP and Rivals) but the target of Carbon was a urban racing style that's why they changed the concept.
Really it sounds like they were trying to make Carbon the NFS to end all NFS's lol. It sounds like they tried to mix a little of what we have with HP2010 and Rivals (HP2013 lol ) with stuff from NFSU and NFSU2. And I know it's ridiculous to look into this, but look at San Juan's surroundings, especially the pan city lights that look like they're going down a hill. I bet that San Juan was actually one of the 1st districts they designed for the original map, ofcourse there would be highways and freeways running around it but the devs DID say something about racing through deserts and mountains. Maybe they just mixed up the scenery a little and decided to put it geographically somewhat close to Silverton in the end.
Hm, so that explains why there's a sand texture leftover in the PS2 demo (I know speedi has a video with it somewhere).
Sure as hell they had a ton of ideas, but no way they could put them all together in a single year. Too bad they ended up cutting a lot from what was originally meant to be.
Hm, so that explains why there's a sand texture leftover in the PS2 demo (I know speedi has a video with it somewhere).
Sure as hell they had a ton of ideas, but no way they could put them all together in a single year. Too bad they ended up cutting a lot from what was originally meant to be.
That shit is like waaaayyyy early in development, where the game isn't even put into actual production yet.
The ideas were cut and they went with urban street racing because they wanted to play it safe and roll off with the success of the previous games. However, these concepts weren't completely cut though. San Juan is in the middle of a rocky desert, the open roads of the highway connecting every distrct and the canyons as mountainous areas.
The idea for canyons that were iconic in nfs Carbon came up late in development and were unfortunately half-assed due to the deadline.
I'm not that one asshole whose signature is bigger than the post itself.
Hm, so that explains why there's a sand texture leftover in the PS2 demo (I know speedi has a video with it somewhere).
Sure as hell they had a ton of ideas, but no way they could put them all together in a single year. Too bad they ended up cutting a lot from what was originally meant to be.
That shit is like waaaayyyy early in development, where the game isn't even put into actual production yet.
The ideas were cut and they went with urban street racing because they wanted to play it safe and roll off with the success of the previous games. However, these concepts weren't completely cut though. San Juan is in the middle of a rocky desert, the open roads of the highway connecting every distrct and the canyons as mountainous areas.
The idea for canyons that were iconic in nfs Carbon came up late in development and were unfortunately half-assed due to the deadline.
I know it was very early in development, but it's still impressive to see what it was meant to be, although of course that as a direct sequel to MW there was just no way they could use the original concepts. Or not the way they intended to anyway.
It's just all so damn annoying what a shitty deadline can do to a game, I am sure they were going to add quite a bit more into the game if they had the time, but at least it's a finished game and not literally half-baked, so I'm still thankful for what we have. Either way, 10yrs old+ NFS games are infinitely better than the present day ones...
Though one thing I really don't like in terms of design is the way they used the lightning, so that the player would focus on the car's lights. They made everything really dark, when they could've created an even sexier town and especially environment (particularly on the canyons), like it's seen in the concepts, more similar to the UG games. This made some areas look quite bad and the game itself not live up to the full potential visually.
That shit is like waaaayyyy early in development, where the game isn't even put into actual production yet.
The ideas were cut and they went with urban street racing because they wanted to play it safe and roll off with the success of the previous games. However, these concepts weren't completely cut though. San Juan is in the middle of a rocky desert, the open roads of the highway connecting every distrct and the canyons as mountainous areas.
The idea for canyons that were iconic in nfs Carbon came up late in development and were unfortunately half-assed due to the deadline.
I know it was very early in development, but it's still impressive to see what it was meant to be, although of course that as a direct sequel to MW there was just no way they could use the original concepts. Or not the way they intended to anyway.
It's just all so damn annoying what a shitty deadline can do to a game, I am sure they were going to add quite a bit more into the game if they had the time, but at least it's a finished game and not literally half-baked, so I'm still thankful for what we have. Either way, 10yrs old+ NFS games are infinitely better than the present day ones...
Though one thing I really don't like in terms of design is the way they used the lightning, so that the player would focus on the car's lights. They made everything really dark, when they could've created an even sexier town and especially environment (particularly on the canyons), like it's seen in the concepts, more similar to the UG games. This made some areas look quite bad and the game itself not live up to the full potential visually.
I agree with the lighting part too, but apparently it is also to make making the map easier. The dark and foggy nights just doesn't make the city feel alive. Something at least Nfs 2015 can pull off.
its to hide the fact the enviroment cant be too pretty because they are at the limits of the console generation and are not 100% able to use the x360 full capabilities yet (towards the end of the x360 life is when developers start getting good)
also nobody ever mentioned the transitions in the files of nfsc. afaik they arent used ingame but they do appear on fmv's < here is a video which uses them (i managed to restore and convert the transitions into something that can be used... download soon after a quick polish up ;v)
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