spaces between rooms


Evangel

 

Posted

I've just really started putting a small base together (mainly for the hell of it , and curiosity). So far I've got the entrance, a control room (oversight centre), and a workshop. control room currently has 1 corner taken up with a combo unit and looks a little empty but it will fill up.

anyway, in placing rooms, I was a bit disappointed to discover that they have to be 1 square apart to create a form of access corridor. This corridor doesnt allow for item placement like lights etc so you end up with a "break " in the design in between rooms.

My question is, can anythign be done with these single square spaces?
can I get sliding doors? a wall with a small doorway ? A roller blind? can I place lighting of any sort?

also, while on the subject, can I change the colour of lighting I place in a base ?


 

Posted

There are very few things you can do in the joining corridors, or doors as I think they are called. ItÂ’s a shame, but some of us are holding our breath for the next issue.

With regard to the lighting, one of the tabs lets you change the lighting levels for the bottom, middle and top sections of the rooms and you can alter the base colour as well.


 

Posted

[ QUOTE ]
My question is, can anythign be done with these single square spaces?

[/ QUOTE ]
Nothing can be done with these single square spaces except to delete them (providing the room has another door to the rest of the base so it doesn't get cut off).

You can't place anything in the doorway square itself, nor change the style/lighting/colours of the doorway - it just inherits half of the style/colours from the room one side and half from the room on the other side - and it doesn't even do that well because ceiling/floor trims don't show up in doorway squares.

It's a bit rubbish really that we have to waste so much space in our bases on both doorways and the gaps between rooms, but it's a limitation of the base editor - if the I13 base revamp doesn't change it then we're probably stuck with it.


 

Posted

Hopefully in a future base creation revamp (I'm being optimistic) this will change. As it is, usually I often have the 'door' sections one floor higher than the rooms it is linking and have ramps/wooden steps leading up to it, and the ceiling one lower than the ajacent rooms so the ceiling trim goes across. That is about the best that can be done.


The Intrepid's / The Institution - Union Server Hero / Villain Supergroups

 

Posted

[ QUOTE ]
Hopefully in a future base creation revamp (I'm being optimistic) this will change. As it is, usually I often have the 'door' sections one floor higher than the rooms it is linking and have ramps/wooden steps leading up to it, and the ceiling one lower than the ajacent rooms so the ceiling trim goes across. That is about the best that can be done.

[/ QUOTE ]
Optimistically I'm hoping for the same.

I tend to have doorway floors on the same level as the rooms (for continuous corridor effects especially), but lower the ceiling one level down from the room ceilings so it creates more of an actual doorway effect - plus the ceiling trim is then uninterrupted in the room itself. Then I just get rid of floor trim in the room (by using placed furniture/objects). It's not ideal, but it works.

I'd also like to see the wall/door squares that we can edit made even smaller, so whereas we have a 2x2 room now it would take up the same floor area afterwards but be an 8x8, so you could have doorways in the middle of the walls on a 2x2 or have partition walls inside a room not taking up so much space. Then hopefully they could also cut the wasted space between rooms and the size of doorways by a quarter as well.


 

Posted

one thing I would love is to have guide lines in my high tech base. you know the lines on the walls or floor that lead to particular rooms or objects that you can follwo to get around.

anyways. thanks for the replies. muchly appreciated. I think I'll continue to play about until I13 comes out....