xxswatelitexx Posted December 3, 2015 Share Posted December 3, 2015 I think a better way to define which room goes where is to instead go to a separate screen which instead shows a overhead birdseye view. Where you plan where each room goes and how it all connects to one another. It would allow better planning - and more easily understand the flow of movement from one room to another. Link to comment Share on other sites More sharing options...
-Zr-Scroll Posted December 3, 2015 Share Posted December 3, 2015 Excellent idea. Since we already can real-time 'model' the decorations inside a tile before placing them, why not use the same algorithm for the tiles, while modding the Observer Cam class-functions to get that birdview. Link to comment Share on other sites More sharing options...
ranks21 Posted December 3, 2015 Share Posted December 3, 2015 (edited) build in tiers with elevators and transporters which will make the layout shorter and quicker to get to places, instead of building a dojo with a maze runner layout. main floor oracle + reactors, 2nd floor labs, 3rd floor rails, observatory dueling barracks trophy room. main floor hall will have trading and clan vaults. decorations as you finalise all rooms with 1 room left for expansion. more like the hive type building in the resident evil movies. Edited December 3, 2015 by ranks21 Link to comment Share on other sites More sharing options...
ShadowJumper Posted December 3, 2015 Share Posted December 3, 2015 But... then I wouldn't have to use photoshop/paint/notepad/something to plan it out! ... ... Link to comment Share on other sites More sharing options...
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