How Big And Complex Should A Readyroom Be?

OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
edited December 2002 in Mapping Forum
<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.

Comments

  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    Readyroom's can be as big as you want, but i wouldn't waste map planes and resources on it first, do the readyroom last so that you can use whatever you have left over on it to make it detailed. However, i don't think you should encourage surrenderers, it just takes the fun out of the game for the people actually playing.
  • KeksImperiumKeksImperium Join Date: 2002-11-19 Member: 9300Members
    four times i think is far to big

    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-->
  • AngelAngel Join Date: 2002-07-09 Member: 902Members
    Watch out with that comment Waechter. He could be planning a room for spawn reach is close to the team joining areas, he could also have a "gimmick" room like the secret area in ns_hera!
  • CaptainPanakaCaptainPanaka Join Date: 2002-11-02 Member: 4718Members
    <!--QuoteBegin--Angel+Dec 21 2002, 07:55 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Angel @ Dec 21 2002, 07:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Watch out with that comment Waechter. He could be planning a room for spawn reach is close to the team joining areas, he could also have a "gimmick" room like the secret area in ns_hera!<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I also like the "previewmap" in ns_tanith
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited December 2002
    Wpoly average 200-800, in 2 places goes high to 2000.
    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.
  • Dr_ShaggyDr_Shaggy Join Date: 2002-09-26 Member: 1340Members, Constellation
    <i>Not a mapper</i>
    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.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    Ok he already sayd it... thats what I am trying:
    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.
  • BigwigBigwig Join Date: 2002-10-27 Member: 1646Members
    I would like to see a readyroom that is kind of like the inside of a dropship in flight, all shaky with seats on the walls and flashing red lights everywhere. The side doors would be open and there would be some sort of particle effect outside, making it look like the spaceship was moving quickly through a cloud/duststorm. Going into the cockpit would put you in observer mode, while jumping out the hatches would put you on either team.

    (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--> )
  • scioskulkscioskulk Join Date: 2002-11-30 Member: 10273Members
    That's a nice idea, Bigwig because I can see how it could be done. Well, maybe how it could be done.

    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.

    _____
    |m X a|
    --------

    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-->
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    I know that I have plans for an immersive, and rather expansive readyroom (and of course the requiste easter egg<i>s</i>). After all, the readyroom is the first thing a person sees when they first play your map. And first impressions can mean a lot. Back when we were still playtesting, and maps would sometimes have single cube readyrooms, it definitely detracted from the atmosphere of the map. And then you have a map like Hera with its incredibly designed readyroom, and it totally puts you in the mood.

    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
  • Dr_ShaggyDr_Shaggy Join Date: 2002-09-26 Member: 1340Members, Constellation
    <!--QuoteBegin--Bigwig+Dec 21 2002, 10:38 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Bigwig @ Dec 21 2002, 10:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I would like to see a readyroom that is kind of like the inside of a dropship in flight, all shaky with seats on the walls and flashing red lights everywhere. The side doors would be open and there would be some sort of particle effect outside, making it look like the spaceship was moving quickly through a cloud/duststorm. Going into the cockpit would put you in observer mode, while jumping out the hatches would put you on either team.

    (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!
  • BreadManBreadMan Join Date: 2002-12-15 Member: 10854Members, Retired Developer
    Stop stealing my ideas people <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> My ready room is a dropship loading bay with the marine joins in the dropships, then the actual in-game marine starts are in the dropships, except landed in the map. The first five seconds before the game starts is (going to be) all sounds of the engines powering down, pilot radio chatter, and a quick env_shake right before the doors open (as if just landed).
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