Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
03-15-2010, 12:32 PM
Thanks for the support folks, bumping this up once to make sure its seen.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
03-15-2010, 01:58 PM
yeah welcome
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
03-15-2010, 11:15 PM
the only problem i have with deep space 9 is the lacking in details... a few blank walls and such. its particularly noticeable in the ops area.

and a lot of environments have a lot of similar features such as ramps. and those raised platforms seem to be universal across every race. every race should have significant differences in their interior setups, not subtle differences in coloring, but architectural differences too. i will agree, though, that ds9 does break away from the mold a lot better than others, which shows promise.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
03-16-2010, 08:00 AM
Quote:
Originally Posted by wfs5519 View Post
the only problem i have with deep space 9 is the lacking in details... a few blank walls and such. its particularly noticeable in the ops area.

and a lot of environments have a lot of similar features such as ramps. and those raised platforms seem to be universal across every race. every race should have significant differences in their interior setups, not subtle differences in coloring, but architectural differences too. i will agree, though, that ds9 does break away from the mold a lot better than others, which shows promise.
IN most games I have worked on, in order for animations to work right, the inclines need to be 2 to 1. So ramps and stairs 8 feet long and 4 feet high. That might be steeper in this game, I don't know. However ramps and stairs are really the only way to go since making ladders work is tough and in this game, elevators are instance portals. If they had figured out how to move characters on elevators they might have been able to jazz it up a bit more, but its a hard task. The only game I saw that did it well was WoW.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
03-16-2010, 09:04 AM
P81 talking the jazz man hes on the jazz
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
03-17-2010, 04:02 PM
Thanks for putting that together P81, some excellent suggestions in there.

I entirely agree about the Memory Alpha pieces - they make some of the explo missions difficult.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
03-20-2010, 07:10 AM
indeed trip
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
03-20-2010, 10:54 AM
While P81 and I might not always agree on things, I have to agree that P81 has definitely been one of the best. He set the standard for BC modding. People worked to meet, and eventually exceed, his level of modeling and texturing. He is a member to be respected.

After reading this post, I do have to agree with him that, while the sets now do look quite nice, there is room for improvement. I too hope the art department reads this post and takes his suggestions into consideration. They are worth the effort!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
03-20-2010, 07:19 PM
One of the things I dislike about the Fed starship maps is the lack of long, curved hallways. You're on a ship with a saucer section, but the map is a winding hallway with rooms placed hapazardly. It just doesn't make sense.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
03-20-2010, 09:03 PM
I agree, Earth Spacedock does not feel grand at all. I think Cryptic went overkill with the blue. And, the blue nebula around Earth itself is god awful.
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