Ready Room
Confused
Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
<div class="IPBDescription">what style is most excellenT?</div> the issue of ready rooms is quite important as iot is teh first impression of your map a player gets.
that said what maps have teh best ready room
personally i think that too many ready rooms make it difficult to join the team
i guess teh question is should ease of movemnt go first like or asthetics?
feel free to pick you favorit out as an example
yeah
-you mean beside genocide? sean
- well, they cant fire me. so i can say anything i want - K
that said what maps have teh best ready room
personally i think that too many ready rooms make it difficult to join the team
i guess teh question is should ease of movemnt go first like or asthetics?
feel free to pick you favorit out as an example
yeah
-you mean beside genocide? sean
- well, they cant fire me. so i can say anything i want - K
Comments
Regarding which is more important, aesthetics and ease-of-use should both be present to an equal extent; it's not like there has to be a trade-off.
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Depends on who you're asking!
The guy on the technical side of the game design would say it can be a fullbright concrete box with holes in the wall, as long as the player can consistently find his way to any of the four entry points, while facing any direction in the room, in a walk that lasts no more than 0.3 seconds, preferably less. :)
The guy on the artistic side of things thinks otherwise. Who cares if the player has to crouch, crawl forty-eight feet, scale a pipe, and leap over three consecutive pits of molten steel, only to then descend a 300-rung ladder to finally find himself within viewing distance of the entry points? What does freedom of movement matter, as long as it looks good? :)
On a less exaggerated note, I think the obvious solution would be to do your best to sort of balance the two factors out. Realistically, a readyroom should be <i>both</i> easy to move around in, and look its best at the same time. If you can find a way to make it look incredible and unique in a way that doesn't interfere (or even helps with) the accessibility of the room, then that'd be wonderful.
Personally, visuals take the front seat for me when designing a readyroom. I would, of course, never allow any sort of visual gimmick to get in the way of freedom of movement or anything... but what I mean, is I design the readyroom with visuals in mind first, and build the accessibility around that. I'm sure there are others who do the opposite, and it turns out great, if not better. I think the key thing is just to always keep both factors in mind, no matter which approach you take.
Finally, my personal favorite readyroom would be Relic25's from ns_bast. It looks drop-dead gorgeous, and the gazillion join points make accessibility top-notch. I think it's a great example of a room's accessibility directly affecting the visuals, and making them all that much better.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Well, with the exception of Nothing, I find all the official map's readyrooms easy to get around in. My problem with Nothing is the inclusion of only a single ladder to the top level where "Random Team" and "Observe" reside, so if someone spawns on the bottom level he will find it difficult to climb that ladder with all the people jumping off the top level to get to the "Join Alien" and "Join Marines" doors.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
And then me:
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Heh... heh... /me hides in shame
Dead-on. It was horribly rushed prior to release - I had too many other issues to worry about in the meantime. Sucks. :-\ I have every intent of revising it in time for 1.1 provided I have time between school, my band, finishing the rest of Eclipse and Veil, and Nightwatch. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
That's my contribution to this discussion - don't rush your ready room if you can possibly avoid it. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
For a little background, my map is set on a research facility inside an asteroid. The RR will most likely be a docking port on the surface.
Seriously tho, I find the readyroom the HARDEST part of the map. I usually put it off right till the end, (my tresting ready room consists of a large box with a few small alcoves for the join commands.)
LoL That would be awesome, but since I don't use Ready Rooms, I would suggest having one that has an Easter Egg like Hera's, and awesome white fade to the teams! w00t!
#1 : Matches the theme of your map.
#2 : Easy and very short walking distance from your spawn point to the entrances.
#3 : Big entrance (A bit smaller then ns_eclipse should do).
#4 : Good lighting
#5 : Ease of navigating (Adding signs)
im so close yet so far away on my map now:)
ill try and get some pics up by the end of teh weekend so you can make fun of my lighting stylings!
Unless people (Like me) are using binds there are many ready room catostrophes
If you didnt know heres what to bind to join the team:
marine = bind "button" "jointeamone"
alien = bind "button" "jointeamtwo"
Yeah that's true, VERY brilliant.
pits - only Random and Observer should be given pits, if any. otherwise players may find themselves stuck if too many jump into a pit for the same team.....hera, tanith and others have "trap pits" for alien side.
small openings. example: hera RR looks pretty, but the openings are small, easy to block out other players.... openings should be WIDE enough for 3 or more (128-256), or have more than one. Eclipse has nice wide openings....
hiding observer mode. yeah, maybe no one uses it much - but some are just hard to find!
lack of infestation textures to help visually ID what portal is for which team. Hera's alien is good looking, but the random does not have any alien texture that i have seen. Tanith does it better.