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For the recruit/sparring room, I get your criticism. It is a bit hard to keep track of what happens under the observation room with the door controls. My issue is that it needs to make sense lore-wise. It's a sparring room + shooting gallery for training. Thus it also has a locker room for changing. For gameplay this makes for a nice spawning area. I specifically made sure there's no direct link from the sparring room to the observation deck for security reasons. You don't want recruits running around near the brig. No promises about the door. But I will take a look and see what I can improve. I have no plans to change the shooting gallery.
The snow planet. Storm sounds, yes I agree. That's a good idea. I will look into it right away.
The big room that houses the controls for the turbo lasers is actually based directly on some of the cross section reference. I made it as accurate as possible within the constraints of the map. It's in fact too small. And yes the weapon controls should indeed be located there. The bridge is more for command and not for all the ship functions.
I didn't want to use ripped sounds. So I used the only sound that was suitable. The problem is... It's a sound from Half Life 2: Episode 2. So you have to have that game loaded into Gmod to hear the sound. Maybe in the future I will try and replace it with something else suitable.
So I won't change the size of the room, nor will I move the turbo laser controls. This situation now is the most accurate. BUT, I do agree with you that the room feels a bit, well, useless. The room is too much of a dead end and there's not enough interesting stuff there. So in the future I may address that by trying to make it more interesting and/or adding rooms with specific functions to make it a more desirable place to be. No promises, but one idea I had was to have a weapon systems power room where some stuff could be controlled or maybe turned on/off.
Thanks ever so much for the reply and for considering some changes to the spar room and snow planet. I do wonder for my own interest where you saw documentation of a spar room in SD's please? I would like to find out more about this. I suppose my only criticism with the shooting gallery is that the range is a bit short.
RE the turbo laser room, I also wonder which cross section you saw that shows this type of room? I recently watched a video which instead showed a mechanical shaft under the turrets rather than a large room - but it claims it is modelling the Class 1. I am guessing you are referring to it's side armament as Heavy Turbo Lasers (Class I), but the reason I refer to them as Octuple barbette's (On the Class II) is because the model on the exterior models the OB's rather than HTL's and the picture on the computer screens next to the battery controls shows them too. Lore wise, this is crossing some wires between the class 1 and 2 I think and might need sorting out? If it is the class 2 as the Octuple barbette's suggest, then maybe the large room isn't lore friendly, but knowing SW, I also know that lore has been bastardised/chopped and changed so much.
Ah thanks for the info on the sound. I do have half life 2 somewhere!
Yes something else in there would be good, but I also struggle to come up with what exactly.
Thanks again
Pitchkins
There is only the cross section for the Imperial 1 class. The cross section shows a giant room with a tonne of consoles and balconies not unlike what I've made. It is legends material though. The map is also mostly based on Imperial 2 class. But there is not enough reference to fill in everything on the whole ship. The ships will likely have similar interiors anyway. Most of the interior layout is based on the one cross section.
None of the in film reference is ever consistent anyway. This is probably roughly as accurate as I can make that area.
And you need Half Life 2: Episode 2 for the turret sound. Not Half Life 2.
Rgr that, thanks for the reply and info.
A couple of last things I thought of room wise - on deck 7 as you come out of the turbo lift, to the right is a large hall like room. From what I have seen - this is rarely used and we tended to just block it off for server use and I have seen many others do the same, or just fill it out with cargo.... Could this room not be removed and perhaps the added space be added to the snow planet?
That planet is extremely useful for server stuff, because it is so easy to use it for events and training simulations without having to switch maps. So the more room there is down there - the better, perhaps if it was developed to be more interesting - that might be of more value than that particular room which feels a bit out of place too.
Dare I say it, but perhaps the same could be said for the hidden room - which is mostly empty. I understand this makes symmetrical sense and of course the buttons and your signature should remain - but is it's enormous size a good use of space, or could it be condensed with the space saved then used elsewhere? Food for thought anyway, I also realise that my (VERY) limited understanding of the technical aspects within level design may not apply here!
Cheers
Pitchkins
The map is indeed near its limits. And removing some things can potentially free up things to make other areas bigger or more complex. But in this case, removing those rooms wouldn't help free up space for the things you mentioned.
The big empty room on Deck 7. Yes it's a bit out of place and very empty. Initially I planned to make that into some type of office space based on the known cross section reference. But I couldn't find a layout I liked so I left it empty. And I know a lot of servers use this space for all sorts of reasons. So if I removed it I would get a lot of angry comments about it probably. lol.
the same goes for the secret admin room. It's often used by servers to build all sorts of things. And scaling it down wouldn't help anything.
I agree that the planets re a bit simple right now. I kept them simple to help with the map limits. I might look into improving them. The problem with making them physically bigger is that there's literally barely any space around them. There might be SOME space to expand. But not much.
(re-posted as I have tried to make this clearer) Every time I go back on the map it just gets better and better. I am not sure how you fit all of this extra stuff in! Thank you.
I noticed that the planets now have some sound effects which is great - Thanks for doing that.
How time flies, but when I first started this thread I mentioned about the recruit (or sparring) room which is used as a joining area. I posted this:
"In the "recruit joining room" I noticed the door is in the locker section which isn't visible from the security viewing room. I wonder if perhaps the door is best suited to being flush with the actual room, as in - not in the locker area, but instead in the doorway before that section? That would make it easier to keep an eye on any trouble makers and stop them waiting for a daft officer to let them out thinking that no one is in the that main room there."
I wonder if you had any further thoughts on this and if it could be implemented? I understand if not.
I would also like to present you with some other ideas that I thought of for your consideration - this is especially focused on the engineers, who in SWRP tend to get the short straw with not a lot do do and many a dead regiment. I will add now, that I understand this all takes a lot of work and having messed around with hammer editor myself and failing to do anything other than make a rubbish box house, I totally understand if any of these ideas are not considered. Its just all other units have much more to do so I thought about the following:
1. Normal lighting - as it is when you joint he map normally with 100% of the lights on.
2. Emergency lighting when power is out - this could be green lighting at 50% (for drills, reactor shutdown etc.)
3. Battle stations lighting - this could be red and at 50%.
1. Order: All hands fall in for parade.
2. Warning: Stand by - the ship is jumping to hyperspace!
(Number 2 precludes the message you get when actually jumping)
Thanks in advance and all the best for now.
Cheers
Pitch