I posted this to Reddit, but I'd like some thoughts on these plans here:
Alright, so far what I've gotten from [Reddit] and the competition itself is this:
From /u/LupoCani and feedback from the competition: vary the colors, its too red. /u/NoloNine mentioned that it does "really say 'danger' or 'bad guy'" so I'm gonna keep the exterior very red, except for turrets. The interior on the other hand is getting a redo so that it has some red areas and some grey/white areas. I also added a bunch of monitors and the like.
From the competition forum: it's too blocky. I'll smooth out parts of the inside and I'll see how well the outside smooths. Also: it's small on the inside. I'm adding service doors into the bottom half so that you can explore the guts and systems of the station where I can add hallways. I'm also going to try to add a couple of inner rings for a brig or something along those lines. Thoughts?
I posted this to Reddit, but I'd like some thoughts on these plans here:
Alright, so far what I've gotten from [Reddit] and the competition itself is this:
From /u/LupoCani and feedback from the competition: vary the colors, its too red. /u/NoloNine mentioned that it does "really say 'danger' or 'bad guy'" so I'm gonna keep the exterior very red, except for turrets. The interior on the other hand is getting a redo so that it has some red areas and some grey/white areas. I also added a bunch of monitors and the like.
From the competition forum: it's too blocky. I'll smooth out parts of the inside and I'll see how well the outside smooths. Also: it's small on the inside. I'm adding service doors into the bottom half so that you can explore the guts and systems of the station where I can add hallways. I'm also going to try to add a couple of inner rings for a brig or something along those lines. Thoughts?
Wow really liking it so far! However do you think that the octagon thinks on the ends should have blue light instead since it's a trading guild station? The green looks great but blue may fit better with the competition.
Even though you may have made this station, I still have a hard time believing you actually made it. First you copy Dalmont then this comes out, honestly my first reaction is to believe you are stealing someone else's idea again
It's a pirate base hidden with in an asteroid. I've got some cool features including a tractor beam that pulls vessels towards the hangar. A vessel being repaired inside the hangar with a turret that fires at you. A control centre with blast shields that come down over the windows and activate emergency lighting. Lots of corridors that have been mined through the asteroid etc.
Pretty enjoyable to build except for having to encase everything in rock, and then working out how to turn a bunch of rectangular blocks of rock into the more smoothened look you see now took forever. Here's a couple of good pics:
It's a pirate base hidden with in an asteroid. I've got some cool features including a tractor beam that pulls vessels towards the hangar. A vessel being repaired inside the hangar with a turret that fires at you. A control centre with blast shields that come down over the windows and activate emergency lighting. Lots of corridors that have been mined through the asteroid etc.
Pretty enjoyable to build except for having to encase everything in rock, and then working out how to turn a bunch of rectangular blocks of rock into the more smoothened look you see now took forever. Here's a couple of good pics:
The station looks great on the outside, but the interior looks far too clean. Unless it's inhabited by a bunch of Loki-esque tuxedo pirates who follow a strict code of honor and dine with aged wine and escargot, try giving it some signs of damage and disrepair, to help enforce the signs that it's a ruthless and rugged base full of ravaging scavenging pirates!
A gift for my fellow builders.
Others may have done this before, but I just made what is for me a major advance in StarMade Plex-lifter technology. I have found a way to make plex-lifters work much more like the sorts of lifts we are used to in the real world.
Here's how to build plex-lifters that let you travel one floor at a time, as opposed to cruising all the way to the top, and letting you jump off as your floor goes by, or dumping you all the way to the bottom of the elevator shaft if you miss your jump or wait to long.
1. Build your plex lifters so that each group of plex lifters extends only from one floor to the next. make sure the lifter group from the floor below shares the same lift dimensions and axis with the next floor above without touching the next set of lifter blocks.
2. Set a layer of activation area blocks 2 layers below the destination floor.
3. Set a layer of Plex-doors flush with the destination floor.
4. Use logic to create a 2.5 second momentary negative switch. (you will need one for each upper destination floor)
5. Associate the area controller with the input activator.
6. Associate the final NOT gate with the plex doors.
7. Cycle the logic one time to get all the gates set.
UP: The player gets in the lift and activates an exposed plex-lifter. The platform carries the player avatar up. The area activator senses the avatar, and triggers the logic just in time to open the plex doors and allow the avatar through. 2.5 seconds later, the timer expires, closing the plex doors, and preventing the avatar from falling back down the shaft when the lift despawns. To go up another floor, just hit the next exposed lifter block. Repeat as desired.
Down: Just activate the plex doors at your feet, and you will fall to the floor below. As you fall, you will pass through the activator field, and 2.5 seconds later, the plex doors will be re-closed by the logic, making the lift ready for the next user.
This will be a feature of my next release of my trade station. I offer it in case any one else wants to use it.
A similar technique works without plex-lifters (in ships, for instance)
Your ships decks will need to be spaced at 5m vertically. No more, no less. Use the same logic above, but shorten the delay from 2.5 seconds to .5 seconds. The area triggers will still need to be 2m lower than the plex doors. which should just let you walk under them with out triggering them. Just stand in the lift tube and high jump (long space-press). The area trigger will get the door out of the way of your head just barely in time, and the door will close under your feet just in time to catch you.... but it works
Schema really ruined it with the recent lightening update
Is there any possibility to get indirect light? Not too bright as if you look at a light block - I would like it reflect from hull blocks again.
At least the outside looks pretty (even though it is not funished jet
here is my second station entry,trading guild station
[download it here: http://starmadedock.net/content/contest_tradingguild_station.929/ ]
[you can also see 8 more pictures in this link,so go there]
[now for that link..we wait for moderators to moderate,derp pppp]
here is my second station entry,trading guild station
[download it here: http://starmadedock.net/content/contest_tradingguild_station.929/ ]
[you can also see 8 more pictures in this link,so go there]
[now for that link..we wait for moderators to moderate,derp pppp]
Dalmont and I are building pirate station together,its 95% done,and as i said before,once you see this beast..you will all drop dead :P
the best pirate station
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