![]() |
Cogmap 2: *** UPDATE TO BYOND 509 ASAP *** - Printable Version +- Goonstation Forums (https://forum.ss13.co) +-- Forum: Discussion (https://forum.ss13.co/forumdisplay.php?fid=6) +--- Forum: Ideas & Suggestions (https://forum.ss13.co/forumdisplay.php?fid=8) +--- Thread: Cogmap 2: *** UPDATE TO BYOND 509 ASAP *** (/showthread.php?tid=2324) |
Re: Cogmap 2: Map Harder - Kubius - 12-06-2015 Those vertical sliding doors are freaking awesome. I do agree with Sundance that the horizontal door should be one pixel higher, though. On the side of the vertical door, I might eliminate that vertical "rail" thing that looks like a lifter - it looks too similar to the central pillar. Removing it and making it a gradient like the rest of the background might provide an improved illusion of a raising/lowering door. Re: Cogmap 2: Map Harder - Mageziya - 12-06-2015 I just realized something. Can you still force a door closed with the vertical doors? Currently if you click on the really tiny sprite of a door that is still visible after a door opens, you can force it closed. Does that tiny line hold the same function? Also, how do floor tiles work in relation to the vertical doors? Re: Cogmap 2: Map Harder - Frank_Stein - 12-06-2015 There's that grey line on the ground that might work as a place to click on. Re: Cogmap 2: Map Harder - SL the Pyro - 12-06-2015 Thanks for the feedback, guys. The good reception to the vertical door actually surprises me. Sundance Wrote:My only complaint would be how the door when up is literally 1 pixel off at the top meeting the glass windows or walls. It's kind of jarring, kind of like the door isn't fully closed or somethingThat's intentional. All the other doors are like that too because they're ever so slightly thinner than the walls they're sliding into. They'll make more sense in-game, I swear! (and I really don't want to change those doors this late because they're already finished) Mageziya Wrote:I just realized something.I thought of that: notice how the door's cover-up floor tile is darker? That's not actually the floor tile, but a transparent layer of black covering the floor tile to simulate it being sunk in a bit. You should be able to click anywhere in the depression to bring the door back up. ...That said, you did help me realize something else: there's no physical way to bring the door back up. I'm thinking of putting in a pop-up control panel stand that comes out with the floor slider, in the colour of the door so you can tell what kind of door it is, but if anyone has a better suggestion, I'm all ears. STUPID EDIT: ...And then I realized while typing that, that there a glaring issue with that darkness thing: what if someone needs to rip up the floor tile the door is sitting on? ![]() STUPIDER EDIT: ![]() ![]() This is not as elegant of a solution as I had hoped. And yet... it looks... kind've alright??? I'm not sure how else to do it while still granting access to the floor tile. I may just go with this for now and see what it looks like in-game when cogmap2 launches. I'm not especially pleased with it, but for now it's something that works in the new perspective, and I can go back and change it any time. I'm still open to solutions that are less stupid of course, but I need to get started on the remaining doors and knick-knacks soon. Re: Cogmap 2: Map Harder - atamusvaleo - 12-07-2015 Sundance Wrote: Looks like the other set of doors do the same. Now you can be troubled twice over! ![]() Re: Cogmap 2: Map Harder - SL the Pyro - 12-07-2015 ![]() ![]() Marquesas convinced me to try one last idea he had: make the main access panel detachable from the door. I actually really like how it turned out! Re: Cogmap 2: Map Harder - Kubius - 12-07-2015 SL the Pyro Wrote: That is pretty nice, and I actually think that it contributes a little to the illusion of depth on the vertical door. Re: Cogmap 2: Map Harder - Naximous - 12-08-2015 ![]() ![]() ![]() ![]() These doors + Rods and a welding tool + Some hacking. What do we get? Re: Cogmap 2: Map Harder - Nnystyxx - 12-08-2015 Uhhh, deadly chompy impalation doors with almost instant closing time? Or am I mistaken? Re: Cogmap 2: Map Harder - SL the Pyro - 12-08-2015 So, let's say you're trying to make a new Airlock in the new perspective that keeps its wide window. A horizontal split like the old airlocks have wouldn't work with the new perspective, since there's no good way to make it slide upwards. And you can't make the door open sideways either, because it screws up the window. So how do you do it? ![]() You do the twist, like you did last summer. Re: Cogmap 2: Map Harder - ZeWaka - 12-09-2015 SL the Pyro Wrote:Absolutely beautiful. I really like the way it turns for some reason. It feels... comforting. Can't wait to play with these(hopefully) this weekend! Will the animation be that speed? I feel like doors normally open faster than that. Re: Cogmap 2: Map Harder - Nnystyxx - 12-09-2015 Oh, shit, that's cool! I like it-- spinny parts locking into place is a great mechanical design motif. Re: Cogmap 2: Map Harder - Erik - 12-09-2015 SL the Pyro Wrote:Some twisty door sprites Those twisty door sprites look rad! You can also just have it shove the inner glass part into the door like this: ![]() Re: Cogmap 2: Map Harder - Mageziya - 12-09-2015 I like the twisty airlocks, because it gives a sense that the doors are locking and sealing when they close, which is something you want an airlock to do. Re: Cogmap 2: Map Harder - Kubius - 12-09-2015 SL the Pyro Wrote: That is absolutely beautiful. |