How Big And Complex Should A Readyroom Be?
Ollj
our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
<div class="IPBDescription">And what gimicks are nice for readyrooms</div> I now have a Readyroom under construction wich is 4 times as big (2 times as long and wide) as the average readyroom.
In numbers; 2200*2200*400.
Im now thinking if thats too big <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
Its a docked spacecraft, the paths are simple and I think such a large readyroom in this case just helps the atmosphere.
The clou will be... oh no not telling right now <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> but it also has some <b>nice relaxing places</b> for surrenderers too.
In numbers; 2200*2200*400.
Im now thinking if thats too big <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
Its a docked spacecraft, the paths are simple and I think such a large readyroom in this case just helps the atmosphere.
The clou will be... oh no not telling right now <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> but it also has some <b>nice relaxing places</b> for surrenderers too.
Comments
it will take to long to get into action <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
small and cool thats the moto <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
I also like the "previewmap" in ns_tanith
No details in readyroom now...
not good...
Im glad I have much opzimization possibilities.
- I have no clue why, but after tiny map changes Wpoly are just half as high as before.
I think hera's readyroom is fantastic, each of the "hallways" for choosing team/observing are inspired and unique. Something that someone posted here gave me an idea, what about a readyroom thats really close to the rest of the map, that had windows where you could see some of the action? Readyroom is a ship docking with a station of some kind, have an unused connection between them, then have windows so readyroom people can peek in on the game.
RR is a docked spacecraft in the center of the map.
Join marines is just the main airlock.
Join aliens goes trought cargo entrance.
Join Random is another not so infected cargo entrance.
Join Spectate is a dammaged area in ship with the message "touch theese damaged high voltage pipes to join spectators"
The Readyroom has 2 big rooms that make no sense ingame. They will look like a Bar-cafe with some nice seats and have an excelennt look to the CC.
(sorry, I just had to suggest this <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> )
Personally, my own readyroom is, oh, 128 by 64 or something like that. Complexity? I think a perfect rectangular box is the best layout. And as far as textures goes, make the whole thing a single texture with one of the walls textured with an infested texture. And make sure there's only one spawn point present. Here's a diagram so you can understand this difficult-to-comprehend contraption.
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|m X a|
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Ok, seriously... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> I doubt the size of the ready room really matters as long as the distances to the info_join_team's are not drastically different. Four times the size of the average ready room though? Well, if it's twice as wide and twice as long, I see no problem with that. But if the readyroom is 4 times as long and average in width, then I see a potential problem. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
A readyroom needs to be simple, and easy to get around. Easy access to all of the joins is key, and basically first thing you should plan. If people can't join quick, they will get angry.
Above all else, really, don't sacrifice map detail for readyroom detail. People will spend more time in the map than in the readyroom, and you could have the best readyroom in the world, but if your map's a cube, it won't work.
ramble ramble incoherency ramble
(sorry, I just had to suggest this <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> )<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Thinking of Starship Troopers... I like!