Stumbling block
Comprox
*chortle*Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
<div class="IPBDescription">Upside down map problems</div>Well, I have finally decided to make my map, NS_Poseiden. But, before I even get going, I came across one or two big problems with it. The map will be upside down, on a crashed ship. That is all fine, except:
- Why would the resouce nozzel be on the roof (now the floor)?
- How do they jack into the command station, wait, that's a model that can be builded now, good <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
- Will it look cheesy that the map is "flat" (by flat, I meant not on 30 degree, plowed into the ground. There will be ups and downs in it, but on a 90 degree plane)?
(extra, unaswered questions from below, added here for ease of reading):
- Buttons will be high up? (Hmm, good point, I guess I will have to find a happy medium)
If you think of any other problems, please say so!
<!--EDIT|Comprox|June 03 2002,01:13-->
- Why would the resouce nozzel be on the roof (now the floor)?
- How do they jack into the command station, wait, that's a model that can be builded now, good <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
- Will it look cheesy that the map is "flat" (by flat, I meant not on 30 degree, plowed into the ground. There will be ups and downs in it, but on a 90 degree plane)?
(extra, unaswered questions from below, added here for ease of reading):
- Buttons will be high up? (Hmm, good point, I guess I will have to find a happy medium)
If you think of any other problems, please say so!
<!--EDIT|Comprox|June 03 2002,01:13-->
Comments
as for cheesyness of it being 90 degrees, um..Why not make it seem as if it was plowed in diagonally, but then fell flat?
- lights in the floor, making eyesight very very bright.
- Bob clinging onto a carpet not to fall DOWN <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
- Buttons for the doors..well very high
- Eventual elevators that will crush u upon riding em on the "top".
There are loads of smaller issues, but I think you'll manage it fine, as long as the entire roof structure gets the amount of detail it needs (you will have the most detailed roof sections of ALL NS maps..). Maybe a hydraulic arm hanging in the "roof" that now has become somewhat of an transportation-train for the marines? Bob can sit and hide inside tables that still are stuck in the floor? =)
I like your idea, gives me alot of ideas as well, and once I start babbling, I seldom stop =).
(just stopped)
- Lights, it will take some work, but I am confident I can handle this aspect
- Buttons, erg...hmmm
- Elevators (only about 2) are being specially designed so no crushing can happen <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
I like your idea about the "tram" though, thanks for the input!
In your ceiling (which is now the floor) pull out some of the plates that cover things like wiring and pipes and things, and attatch the node to the tech stuff underneath.
(And don't forget to leave the covering plate nearby.)
This way you avoid the odd look of a node just sticking out of a surface, and you add a bit more realism to your node placement.
Re: doors-- Space is at a premium in any sort of ship, so you should plan to make your ceilings LOW throughout. This means that doors will probably span the height of the room, generally speaking. For larger rooms (say, a hangar or warehouse area), you could conceivably put a catwalk around the room near the ceiling (your floor). A ladder from the catwalk down (up) to the door on the ground (ceiling) level would allow access from YOUR floor to the door at YOUR ceiling. You follow?
One thing I'd point out - floors are generally always the same height from room to room, but ceilings frequently aren't... have fun. (:
Piling debris seems the best way to take care of height problems... you can also make a lot of the doors stay open, and have the commander open them the first time. Interesting gameplay option.
<!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->- Will it look cheesy that the map is "flat" (by flat, I meant not on 30 degree, plowed into the ground. There will be ups and downs in it, but on a 90 degree plane)?<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->Yes, maybe, but I don't think people will think to much about it after they start playing. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> Are there to many restrictions in making a tilted map?
An upside-down map doesn't sound like the simplest thing to start mapping on.
I took the time (5sec d:) ) to draw this little scetch in paint, I was thinking of making it in a hexagon shape, and make the ramp a bit higher (remember 2001 a space odisey ?)
there's no need to make all 90 degree,also ceilings have "ramps"