Sir Lucius
Veteran XX
I know we're dealing with a ficticious world, and I know it seems silly to be fighting over a couple of flags, but one thing that botherd me about tribes 2 was the base design.
No, not the fact the bases were huge, just the fact that they seemed to be there as an obsticle.
Er, let me try to make it more clear. The tribes universe has a pretty unique style of base design. I have no problems with the style, it's just the real life functionality application of the bases themselves. If you're going to spend a lot of time making really cool player models and beutiful enviorments, I think you should spend just as much time making your bases "work".
It's hard for me to say what "works" tho (I don't really know yet), but I can say what doesn't work. First of all, pointless rooms -- I do not like them. Tribes 3 was litterd with these, back areas and pasaages that led to dead ends or has no real point other than to make a maze. I'd much rather see some design elements go into making the differnt rooms (if they're going to be there) make more sense. For example, if you're going to have a dead end room make it the bunks, or the cafiteria, or the jail cells. Rooms should have a reason for being there even if that reason is simply for immersion. Gonna have a generator room? I think it should look like one (however you make that look).
I think base flow is another important factor. Humans try to not build their buildings as mazes (for the most part) and I think getting from one part to another needs to be intuitive. A good way to do this is unique elements like, "Oh, I know I've passed that water foutian before!" And signs are a big help! "Vehicles Docks ->"
Then there are doors and windows. I'd really like to see some nice windows in t3 -- They do have bulletproof plexiglasss 2000 years into the future right? Tribes2 seemed really quake 1 ish without this and I thought it was out right silly to boast about the high indoor framerates. Doors should be placed where it makes sense. I know it's great to think about gameplay, but there's no reason you can't have gameplay, and a base that flows -- in fact, itutition should kick in if the base is made right and gameplay will actually IMPROVE. Don't stick a door in the back just b/c the base needs another enterance. Don't feel like you need to put an opening at the top. Just do what makes sense for the base -- rather than have a radom door, have a loading dock or something. I dunno, be creative.
Ramps: they're nice and all, and I know they take less polys, but stairs look a lot cooler in most cases. I know, there's the jetpack and all, so maybe it's a universe style element b/c you've got the chutes there too. It's hard to say actually, so nm.
Lights. Show me where the lights are comming from -- I like lights :] (ermergancy light too!) Oh...nv googles would actually be cool in that case (lights out), but that's off topic.
Outdoors shoulc have bunkers, watch towers fences, or none of the above. What ever promotes good gameplay, but it should make sense still too.
That's all I really have to say, I kind of started rambling and barking orders like a tutorial so don't take that personally. This was all just personal opinion.
No, not the fact the bases were huge, just the fact that they seemed to be there as an obsticle.
Er, let me try to make it more clear. The tribes universe has a pretty unique style of base design. I have no problems with the style, it's just the real life functionality application of the bases themselves. If you're going to spend a lot of time making really cool player models and beutiful enviorments, I think you should spend just as much time making your bases "work".
It's hard for me to say what "works" tho (I don't really know yet), but I can say what doesn't work. First of all, pointless rooms -- I do not like them. Tribes 3 was litterd with these, back areas and pasaages that led to dead ends or has no real point other than to make a maze. I'd much rather see some design elements go into making the differnt rooms (if they're going to be there) make more sense. For example, if you're going to have a dead end room make it the bunks, or the cafiteria, or the jail cells. Rooms should have a reason for being there even if that reason is simply for immersion. Gonna have a generator room? I think it should look like one (however you make that look).
I think base flow is another important factor. Humans try to not build their buildings as mazes (for the most part) and I think getting from one part to another needs to be intuitive. A good way to do this is unique elements like, "Oh, I know I've passed that water foutian before!" And signs are a big help! "Vehicles Docks ->"
Then there are doors and windows. I'd really like to see some nice windows in t3 -- They do have bulletproof plexiglasss 2000 years into the future right? Tribes2 seemed really quake 1 ish without this and I thought it was out right silly to boast about the high indoor framerates. Doors should be placed where it makes sense. I know it's great to think about gameplay, but there's no reason you can't have gameplay, and a base that flows -- in fact, itutition should kick in if the base is made right and gameplay will actually IMPROVE. Don't stick a door in the back just b/c the base needs another enterance. Don't feel like you need to put an opening at the top. Just do what makes sense for the base -- rather than have a radom door, have a loading dock or something. I dunno, be creative.
Ramps: they're nice and all, and I know they take less polys, but stairs look a lot cooler in most cases. I know, there's the jetpack and all, so maybe it's a universe style element b/c you've got the chutes there too. It's hard to say actually, so nm.
Lights. Show me where the lights are comming from -- I like lights :] (ermergancy light too!) Oh...nv googles would actually be cool in that case (lights out), but that's off topic.
Outdoors shoulc have bunkers, watch towers fences, or none of the above. What ever promotes good gameplay, but it should make sense still too.
That's all I really have to say, I kind of started rambling and barking orders like a tutorial so don't take that personally. This was all just personal opinion.