Scheveningen Posted May 21, 2017 Posted May 21, 2017 In the SS13 offshoot Lifeweb which also features multi z-level transitions and such, open spaces indicating a space one or more z-levels below you feature a graphical effect where the tile is significantly much darker, the tile is also animated, with a darken-brighten cycle effect. This makes it more obvious if you have light around you that there is an open space nearby that you could potentially fall into.
Arrow768 Posted May 21, 2017 Posted May 21, 2017 Our open spaces are darker aswell AFAIK. The simple solution to not fall down any holes is to use magboots. If someone doesnt want to do that and falls down, noone but that person is to blame as its stupidity on their part. And if you are referring to lifts. If someone is stupid enough to walk through a open lift door and fall down due to them not realizing the lift is not on level, then again its the fault of the user
DatBerry Posted May 21, 2017 Posted May 21, 2017 Realistically, no one is dumb enough to mistake the lift not being there for it actually being on level, because come on, the thing looks exactly like the left when someone dims down the light a bit.
Skull132 Posted May 21, 2017 Posted May 21, 2017 Actually, the contrast in the lift shafts might be harder to see, yes. Because both levels are lit. It's quite fine in the asteroid turfs, though.
LordFowl Posted May 21, 2017 Posted May 21, 2017 Dev team is tracking this issue. An animated sprite is something I had not thought of, though.
LordFowl Posted June 20, 2017 Posted June 20, 2017 This has been implemented by renaming open space into "open space" and significantly darkening the sprite.
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