Ready Room

Eel-EcurbEel-Ecurb Join Date: 2003-09-01 Member: 20446Members
<div class="IPBDescription">Obvious or not?</div> I made this ready room for a map with new textures, but I wanted all the join team portals together, so in the screenshot the centre pad is the auto-select team, and the two outside pads are the spectator portals. The alien and marine and the other two pads, is that obvious or should I add different signs?

Comments

  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    I like the chop-socky font <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    Sadly no, it isn't obvious, and I'd say they're too close together which could end up being frustrating when you want to choose a specific thing but accidently fall into a different trigger area. Signs are a must too.
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    Looks pretty cool allthough the font on the signs gives me kinda a cartoon feel. Don't know if that is what you were going for and yeah, make sure you have a sign for each option. Don't just assume that they'll find the join triggers.
  • MrMojoMrMojo Join Date: 2002-11-25 Member: 9882Members, Constellation
    Looks cool, but maybe you should add a wall separating the two portals.
  • Eel-EcurbEel-Ecurb Join Date: 2003-09-01 Member: 20446Members
    edited October 2003
    Ok, I wasn’t really happy with it the way it was so I made new signs and changed the portals, I like it more now. Might make a holographic logo for the map when it’s near done. Can I get away with those r_speeds in the ready room?

    edit: you can't really tell from the screenshot but the portals are on platfors and have computer gubbins above and below, kind of like a teleporter.
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    last one is better, but im not so sure a player can easilly walk over a 32 unit high "step" <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    unless you changed the hight of the vent'd textured brushes, they're at 32 units high if im correct as that's the hight of the texture. player's gonna have to jump to get up to the join portals... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • Eel-EcurbEel-Ecurb Join Date: 2003-09-01 Member: 20446Members
    Heh heh, you are right, a player has to jump a 32 unit step, but i liked it so much that I just put 'a secret' 16 unit clip brush step in front of it <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    Anyways, im on to the next part of te map, can anyone give me a quick how to or point me in the direction of a tutorial on how to make a bottomless pit that would kill a player if they were to fall into it?
  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    This stuff looks great! Can't wait to play.
    If you want the looking-good-to-other-players way, just make the hole really deep with a trigger_hurt set to massive damage at the bottom. Or, if you want the cool-but-looks-bad-to-others way, set up a teleporter to send them to a deep, black textured room with a trigger_hurt set to massive damage at the bottom... first option looks more real, but second seems more "bottomless".
    Just some ideas.
  • oblivion_is_at_handoblivion_is_at_hand Join Date: 2002-11-02 Member: 4250Members
    <!--QuoteBegin---Eel-Ecurb-+Oct 4 2003, 08:30 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-Eel-Ecurb- @ Oct 4 2003, 08:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Anyways, im on to the next part of te map, can anyone give me a quick how to or point me in the direction of a tutorial on how to make a bottomless pit that would kill a player if they were to fall into it? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Gee, its been awhile...

    Make a box and then make it a trigger_hurt entity, change its value for damage to something high (over 500hp so it will kill an onos instantly) then change the the damage type to fall. Then extend the box to fill the space that you want the player to die in.
  • Eel-EcurbEel-Ecurb Join Date: 2003-09-01 Member: 20446Members
    Thanks for that guys, got the pit to kill marines with the trigger_kill, but it doesnt seem to affect skulks, when the skulk is in the pit it makes a jumping motion like its being hurt but it dosnt get hurt, I guess this is because I set teh damage to fall and skulks dont take fal damage, should I just chage the damage type to generic? or is there a better way to to it?
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    yes, change the damage to generic.
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