Stumbling block

ComproxComprox *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-->

Comments

  • JedisarJedisar Join Date: 2002-03-03 Member: 264Awaiting Authorization
    about the resource nozzel..why not make that part of the ship twisted and warped in such a way that it's right-side up?


    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?
  • WaffleSpoonWaffleSpoon Join Date: 2002-01-30 Member: 133Members
    - Doors in the roof?
    - 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)
  • ComproxComprox *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
    - There will "convenient debry" for some doors, some will extend to the roof (now floor). Some will be only half-height and only flyer, crawlers and blinkers can reach them at first
    - 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!
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    Re: Nodes

    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.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    I've been thinking of the same sorts of issues with my map, if I ever get around to making it.  I should go register on NS World.  Mine's on its side, so only some of the issues apply, but it's similar.

    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.
  • KassingerKassinger Shades of grey Join Date: 2002-02-20 Member: 229Members, Constellation
    Sounds fun, maybe the players will have to use vents between some rooms since they can't reach the door?

    <!--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.
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    The main restriction in making a 'tilted' map would the that it would consume more planes (etc) than normal, and would thus be considerably smaller.
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    Does sound challengeing, but we have faith in you comp <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    ships should be designed with the possibility of zerograv, put doors in airlock like sections to connect rooms, you'll have to jump up to enter the "airlock" , maybe put on the floor (cieling now) a little ramp, if you know what i mean
    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 ?)
  • Black_DogBlack_Dog Join Date: 2002-02-10 Member: 190Members
    Tomb Raider 2 had a level like this,was fun to play also if full of errors.
    there's no need to make all 90 degree,also ceilings have "ramps"
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    Partially-submerged areas could alleviate this, as you could simply swim up to the door near the ceiling.
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