Makes me wish I could do sci-fi stuff...I'm a complete illiterate in that area. Nice nice nice.
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Makes me wish I could do sci-fi stuff...I'm a complete illiterate in that area. Nice nice nice.
LOL! Believe me, if I tried to draw what the ship looks like on the outside, people would be booing and hissing. :P
Actually I'm aiming for these maps to be RPG system neutral so if someone wants to use them in their Star Wars game, they can describe the ship with that in mind. Same for a Traveller, Alternity, or what-have-you SF setting. That's my excuse and I'm sticking to it. ;)
Okay here is the Lower Deck of the Boreas Gunship.
Attachment 12382
I've tweaked the Middle Deck again.
Attachment 12383
Minor nitpick on the lower level. Your mess hall is smaller than the galley? Usually things are the other way around.
Missile storage: Are they loaded from an exterior hatch, or is each one carried through the ship from the central ramp?
Good point about the galley. I guess I've worked in too many small kitchens in the past that I unconsciously wanted a bigger kitchen. LOL! As for the missiles, thay are loaded from below via an exterior hatch. Thanks for the tips, Talroth.
I've revised the Lower Deck map with the above ideas in mind.
Attachment 12385
And another one! You're on fire, man! Keep those coming!
Cheers!
Thanks for the comment, giantacroyear. I'm still at it. ;)
Okay, here's the final upper level.
Attachment 12463
I've modified the previous maps slightly as well so here the updated versions.
Attachment 12465
Attachment 12466
I really like it. Well done.
My only question is, did you calculate your crew compliment? Are they hot bunking or do you have enough space for them?
I tend to find things like spaceships that start with an exterior hull, and then cram things in, do develop an odd feeling of things being placed in less than idea positions. Personally I tend to mold elements in a 'soft' form, rough spaces for rooms, starting with the command deck, engineering, and primary purpose items (Cargo/Weapons). From there I start with main corridors linking them, and primary airlocks. Then start adding secondary functions and support functions, resizing and relocating things to fit.
This way you can keep a general 'class shape', such as max sizes for a given docking bay, and balance things easier.
Hopefully by the end of this summer I'll have the framework for a star-trader/city builder PC game up and running. Really looking forward to more stuff from you. Keep up the good work.
Thanks Talroth. To be honest, I usually guesstimate at the crew number. In this case, I'm assuming the various barracks have bunk beds and the named crew quarters fits 1 each (i.e. captain, first mate & doctor). Then I usually assume a number from minimum to maximum. In this case, I would say maximum crew allowance is 55. I usually allow room for some redundancy in crew numbers (there would be various shifts to keep the crew fresh). I also take crew number ideas from comparative real naval ships and various spaceship designs.