Why not put 32 spawns in a square (with sufficient space between each one) (the square would be 6 by 5 with two extra... just stick 'em nearby, or one on each side or something) and build something around that. Or put them in a circle or something.
Hugeness is not necessarily bad. r_speeds aren't very important in there anywho. Just so long as it's usually smooth.
The square was too big. How many units wide should the gap I'm supposed to leave between each spawn point be, I've never paid much attention to this before.
Sure... if everyone makes sure to hold REALLY sill, and there were no level fives last map... (Unless the whole 'being what you were last game' idea was thrown out since there's only one 'round' per map). Otherwise, telefrag.
I'm not really seeing how 32 player spawns in a square (one of the more space saving shapes) is 'too big'.
Well, It seem everything was ok but the room seemed huge to me at first. I was the problem ..... <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> . Here's what happen when I drink too much paint. O well. Thx anyway and sorry if I wasted anyone's time.
coilAmateur pirate. Professional monkey. All pance.Join Date: 2002-04-12Member: 424Members, NS1 Playtester, Contributor
Seems to me the most efficient use of space is a 6x6 grid, with the corners removed. Like this: <!--c1--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Code Sample</b> </td></tr><tr><td id="CODE"><!--ec1--> o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o <!--c2--></td></tr></table><span id='postcolor'><!--ec2--> Wow, that's a lot of little O's. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
Yeah, circles are the most efficent use of space period. I just couldn't think of how to do it and keep 128 units between things. That works. (I've been up for 22+ hours. Not quite thinking up to par.)
If you have 128 units between each spawn point, set in a 6x6 grid with the corners removed, you end up with a room larger than 640x640... or roughly 16 meters across.
Neither Bast nor Hera have rooms like these to contain their spawn points. Bast has a much smaller room, and Hera uses a ton of small alcoves. I'd suggest making sure each spawnpoint fits in a 64x64x128 box and use that.
Orrrrr... make it double layered! Triple layered even! The readyroom can have level over level, remember. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
coilAmateur pirate. Professional monkey. All pance.Join Date: 2002-04-12Member: 424Members, NS1 Playtester, Contributor
Ooo. Double layer: two 4x4 squares. Triple layer: a 3x4 with one removed, or a 3x3 with an extra on each end:
o o o o o o o o o o o
There are a lot of ways to stick 11 points together ( but none of them pretty! ) - that's the smallest that leaps to mind. A 3x3 square with 2 extras is the way to go. And if you have multiple levels, make multiple ways to move between levels! Maybe clearly marked "up" and "down" stairs or conveyors, jump pads ( w00! ), or teleporters (though danger of telefrags exists). The more movement people have to do in the RR, the more opportunity for confusion and annoyance.
coilAmateur pirate. Professional monkey. All pance.Join Date: 2002-04-12Member: 424Members, NS1 Playtester, Contributor
Ok, one thing I don't know about ready rooms: once you choose your team (i.e. go down that hallway), do you de-spawn upon reaching a certain point within the hallway, or do you wait around till all players have chosen? If you de-spawn instantly, I have an idea:
Are jump-pads too out-of context? HL the game had them (those organic things)... anyway, have the Ready Room for a map be a big, high-ceilinged room... with jump pads scattered through it or in shallow pits in the floor. Above each (very powerful) jump pad is a ventilation shaft... hop on a pad, go FLYING into the air, up into the shaft, to select your team. (:
Similar idea, maybe slightly more in-context: anti-grav personnel elevators. Essentially, you'd step into a vertical tube (no floor) and a strong draft would carry you up-up-and-away. That's doable in the engine, right? This would be pretty atmospheric way to reach an "observation platform" for the spectators.
Oh! Oh! And access to the alien team: use the "slippery" texture from Halflife (ice, water on the floor, etc) on all sides of an organic-looking hole in the wall, which leads to a chute down. You walk in, slowly, and all of a sudden you lose your feet and slide into darkness... and the aliens are waiting.
Hell, forget the ready room - that'd be a sweet idea in-game! Hey mappers, use the slippery texture for slime-coated alien tunnels!! <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
Stop stealing my ideas! I wanted to do a elevatorless elevator WAAAYYY back two years ago! <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
You MUST have 32 player spawns.
The tall pipe idea is a -big- no no, since all it takes is one l4m3r or AFKer to ruin the whole thing.
Comments
Hugeness is not necessarily bad. r_speeds aren't very important in there anywho. Just so long as it's usually smooth.
I'm not really seeing how 32 player spawns in a square (one of the more space saving shapes) is 'too big'.
You sure you know how many units per grid line?
(I know... theoretical question...)
<!--EDIT|Moleculor|April 13 2002,09:50-->
<!--c1--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Code Sample</b> </td></tr><tr><td id="CODE"><!--ec1-->
o o o o
o o o o o o
o o o o o o
o o o o o o
o o o o o o
o o o o
<!--c2--></td></tr></table><span id='postcolor'><!--ec2-->
Wow, that's a lot of little O's. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
Neither Bast nor Hera have rooms like these to contain their spawn points. Bast has a much smaller room, and Hera uses a ton of small alcoves. I'd suggest making sure each spawnpoint fits in a 64x64x128 box and use that.
o o o
o o o o o
o o o
There are a lot of ways to stick 11 points together ( but none of them pretty! ) - that's the smallest that leaps to mind. A 3x3 square with 2 extras is the way to go. And if you have multiple levels, make multiple ways to move between levels! Maybe clearly marked "up" and "down" stairs or conveyors, jump pads ( w00! ), or teleporters (though danger of telefrags exists). The more movement people have to do in the RR, the more opportunity for confusion and annoyance.
Are jump-pads too out-of context? HL the game had them (those organic things)... anyway, have the Ready Room for a map be a big, high-ceilinged room... with jump pads scattered through it or in shallow pits in the floor. Above each (very powerful) jump pad is a ventilation shaft... hop on a pad, go FLYING into the air, up into the shaft, to select your team. (:
Similar idea, maybe slightly more in-context: anti-grav personnel elevators. Essentially, you'd step into a vertical tube (no floor) and a strong draft would carry you up-up-and-away. That's doable in the engine, right? This would be pretty atmospheric way to reach an "observation platform" for the spectators.
Oh! Oh! And access to the alien team: use the "slippery" texture from Halflife (ice, water on the floor, etc) on all sides of an organic-looking hole in the wall, which leads to a chute down. You walk in, slowly, and all of a sudden you lose your feet and slide into darkness... and the aliens are waiting.
Hell, forget the ready room - that'd be a sweet idea in-game! Hey mappers, use the slippery texture for slime-coated alien tunnels!! <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
..ok I'm done. I talk too much.
NS_Remption is going to be kinda small, so I only put in 24 spawns (I think).
Stop stealing my ideas! I wanted to do a elevatorless elevator WAAAYYY back two years ago! <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
You MUST have 32 player spawns.
The tall pipe idea is a -big- no no, since all it takes is one l4m3r or AFKer to ruin the whole thing.