Is This Usable As Readyroom?
raven2
Join Date: 2003-07-30 Member: 18578Members
<div class="IPBDescription">The RR in ns_thalassa</div> Is it a good idea to use a big hallway like this as a Ready Room? The textures and the lightning will be changed and alot of details will be added, but i just feel like i need the opinion from experienced NS-mappers on this idea. The idea is that the boothes works as teleportstations from ex. a mothership or even earth. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
There are 16 spawnpoints in this map..i need to add another 16..ideas? <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
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There are 16 spawnpoints in this map..i need to add another 16..ideas? <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
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Comments
<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
But yeah, I don't see why that idea won't work.
<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
But yeah, I don't see why that idea won't work. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
that will be changed...i got a red/brown texture ready for this part.
blues, lots of blue...
Only four: Marines, Aliens, Observer and Random...
But the architecture needs changing. As it stands it's FAR too repetative it just seems to go on and on. Maybe try what hera did and effectively split it into two corridors, or make the whole thing shorter, add some crates of holes or ANYTHING to add a little variation into it. Maybe have one end of it infested and really battered and broken for the aliens' join team area.
I dunno, just suggestions.
Yeah, you're spot on, whoever commented otherwise was mistaken as to the purpose of the alcoves.
Should i make the walls bewteen the boothes func_wall to reduce wpoly? Or raise them 1 unit?
But the architecture needs changing. As it stands it's FAR too repetative it just seems to go on and on. Maybe try what hera did and effectively split it into two corridors, or make the whole thing shorter, add some crates of holes or ANYTHING to add a little variation into it. Maybe have one end of it infested and really battered and broken for the aliens' join team area.
I dunno, just suggestions. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
esuan and all his uber piercings make an excellent point
make the alien entry portals have infestation, and the make the marine entry portal look hightech, and make observation in some weird spot <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
and maybe for join random, you could do it half infested half high tech
just my thoughts <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<a href='http://raven.2mbit.com/ns/ns_thalassa1.gif' target='_blank'>http://raven.2mbit.com/ns/ns_thalassa1.gif</a>
It is still missing some detail. It is too skeleton like. Maybe some transparent infestation, a corner, something that blocks visibility from one end to the other. A room that has no exits and can be overlooked from one position is boring imo.