High Ceilings In Command Room...

WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
<div class="IPBDescription">Is this a problem...?</div> I started a map. I made me a marine start point. Nice and big, open area for building. The bridge of a space station, in fact!

I gave it a big skylight on top with a skybox above it, so I can make a dropship out of a func_train or maybe a monster_generic with a custom model, and the ship can take off and fly away once the map starts.

I had a problem, though. In commander mode, there was one spot between the start room and the first main hallway where the commander's camera would go inside of a sky brush. This disrupted the view several different ways.

I tried moving the view height down a bit, but it was already pretty low, so this was a problem.

Infally I decided to move the skybox up higher, and make the walls of the command room very tall and the ceiling very high. I figure I'll justify the huge space by making a big viewscreen above the doorway. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

Only thing is, can anybody think of any gameplay problems that might be caused by having a high ceiling in the command room? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->

Comments

  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    Kamikaze skulks raining from the eaves. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    They gotta get through the door, up the walls and to the eves first. =) I don't think I'm gonna build any eves, anyway, because they would block the skylight. I might change my mind on that, though...
  • StoneToadStoneToad Join Date: 2002-11-02 Member: 4053Members, Constellation
    Could you make the skybrush below the commander view level?

    Havn't had a chance to play with commander mode yet so... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    Below the command... you know, I never thought of that... I sorta assumed I wanted the commander's view to be under the dropship so it wouldn't block the camera view... I'll have to try that...
  • MoebiusMoebius Join Date: 2002-08-01 Member: 1045Members, Constellation
    one thing to think about when making a room that will be defended heavily is that there is gonna be lots of buildings, so keeping the mapping simple in rooms like that is probably a good idea.
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    Using StoneToad's idea, I've lowered the ceiling back to the way it was before, and put the commander's view above the topmost skybrush. If the commander were to hop in the cockpit right at the start of the match, the dropship would obscure the part of the map directly over his CC for a second or two, but I can always delete the top polys of the dropship to keep him from seeing it, and it won't affect building at all, since it'll be a monster_generic.

    Is there any official artwork depicting a dropship? Or are they all different types of old, sturdy ships, bought on the cheap and outfitted with the latest drives and weaponry? If that's the case, I can make up a design, but I'd like to see the official version first, if there is any.
  • kanserikanseri Join Date: 2002-11-14 Member: 8629Members
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