InsaneAnomalyJoin Date: 2002-05-13Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
Ken, your RR <b>is</b> the best room in the map. It pw33ns j00 mightily. AND it has ladders. RR fun in Nothing is.... fun. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
I really don't see what you guys' problem is here. I mean, just <b>look</b> at that shot that Ken posted. Now <b>you</b> make a map, then build a better RR than that without hitting any limits. I will give you my left shoe if you do.
Ready rooms with toys.. well HL ents with cool effects any way <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
They are important. They are the FIRST impression of your level. And as we all know, the first impression is that one that lasts. And it gives an idea of what's to expect too.
Also you don't want to keep the player too entertained in the RR. After all, the real fun is on the map itself.
What if you made the Ready Room such a pile of complete cack, so that when you went through one of the team choices, and the map would seem sooooooooooo much cooler!
I was playing NS yesterday, and realised that a few of the ready rooms are actually quite cool. My new favourite level is bast, it's sweet.
I don't like apples though <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
Personally, I thought most of the RR's were quite cool..
But as everyone else has pointed out, NS has some biiiig maps, pushing the limits pretty close..
When I started to play with hammer , I was like "Cooool Im gonna have this Huuuuge room with loadsa detail and all these models and a big train and things you can fly in and big windows where you can see like these thousands of incredibly cool spaceships and....etc etc.."
Having built the "big room with loads of detail " part, a quick glance at my r-speeds informed me my grand plans were simply not happening, not today son, not on this game engine..
I think within the restrictions of the HL engine, they did a good job.
The readyrooms are nice, but it's the map you're gonna be spending the next hour in..
Comments
I really don't see what you guys' problem is here. I mean, just <b>look</b> at that shot that Ken posted. Now <b>you</b> make a map, then build a better RR than that without hitting any limits. I will give you my left shoe if you do.
They are the FIRST impression of your level.
And as we all know, the first impression is that one that lasts.
And it gives an idea of what's to expect too.
Also you don't want to keep the player too entertained in the RR.
After all, the real fun is on the map itself.
I was playing NS yesterday, and realised that a few of the ready rooms are actually quite cool. My new favourite level is bast, it's sweet.
But as everyone else has pointed out, NS has some biiiig maps, pushing the limits pretty close..
When I started to play with hammer , I was like "Cooool Im gonna have this Huuuuge room with loadsa detail and all these models and a big train and things you can fly in and big windows where you can see like these thousands of incredibly cool spaceships and....etc etc.."
Having built the "big room with loads of detail " part, a quick glance at my r-speeds informed me my grand plans were simply not happening, not today son, not on this game engine..
I think within the restrictions of the HL engine, they did a good job.
The readyrooms are nice, but it's the map you're gonna be spending the next hour in..