Ready room

The_ButcherThe_Butcher Join Date: 2002-03-30 Member: 363Members
Ok, everytime I made a ready room, it was HUGE. I just can't find a way to make 32 player spawns fit in a decent sized room.

Comments

  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    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_ButcherThe_Butcher Join Date: 2002-03-30 Member: 363Members
    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.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    128 units is recommended spacing between any player spawns.
  • The_ButcherThe_Butcher Join Date: 2002-03-30 Member: 363Members
    That's what I had heard. But when you say recommended, does that mean it's possible to have them closer, without telefragging of course.
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    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'.

    You sure you know how many units per grid line?
  • LPCLPC Join Date: 2002-04-07 Member: 384Members, Reinforced - Diamond
    what if all the idle people spawn at the edge of the 'spawn-square', and you're somewhere in the middle. how the hell do you get out then?

    (I know... theoretical question...)
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Well, 128 units between people would provide enough space to move around in.... And that is the recommended space between spawn points..



    <!--EDIT|Moleculor|April 13 2002,09:50-->
  • LPCLPC Join Date: 2002-04-07 Member: 384Members, Reinforced - Diamond
    umm.. well.. ok then <img src="http://www.natural-selection.org/iB_html/non-cgi/Skin/SKIN-2/PostIcons/icon2.gif" border="0">
  • The_ButcherThe_Butcher Join Date: 2002-03-30 Member: 363Members
    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.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 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-->
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    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.)
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    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.
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    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-->
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 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.
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    Moleculor beat me to it.  You don't have to worry about 'level-over-level' problems in the ready room, so use height and layering to your advantage.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 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-->

    ..ok I'm done.  I talk too much.
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
    make a big, tall pipe, and then stack the spawns on top of eachother.

    NS_Remption is going to be kinda small, so I only put in 24 spawns (I think).
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    you should just put in 32 spawns anyway, not much extra effort . . .
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    A few things:

    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.
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