Space station nothing update...
realityisdead
Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
<div class="IPBDescription">Eight (oversized) shots...</div>Hiya,
First off, I'd like to mention that I'm making a fair amount of progress on my map ns_nothing. I'm still not sure if it would even be realistically possible to finish it before ns1 comes out, but oh well... As I write this, I have a full one third of the map finished, minus filler brushes, resource placement, misc detailing, tweaking, etc. I am hoping to be completely finish off this third by the end of the week. That's my goal anyways. Doesn't mean it's going to happen. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
Okey then. A bunch of shots... Modem users beware. The area's I'm most interested in getting feedback about are the Marine Start and Hive Room shots.
1. The Marine Start. What do you think... too dark? I personally think it's plenly bright, but the presence of all the shadows makes it feel a bit darker.
<img src="http://tald.readyroom.org/maps/ns/ns_nothing/images/nothingms5.jpg" border="0">
2. Closer shot. That's the CC back there.
<img src="http://tald.readyroom.org/maps/ns/ns_nothing/images/nothingms3.jpg" border="0">
3. A hallway... fairly close to the MS.
<img src="http://tald.readyroom.org/maps/ns/ns_nothing/images/nothinghall1.jpg" border="0">
4. Another hallway... again, fairly close to the MS.
<img src="http://tald.readyroom.org/maps/ns/ns_nothing/images/nothinghall2.jpg" border="0">
5. A generator type room... (Don't ask) Gettin pretty close to the hive here...
<img src="http://tald.readyroom.org/maps/ns/ns_nothing/images/gen1.jpg" border="0">
6. Generator room.
<img src="http://tald.readyroom.org/maps/ns/ns_nothing/images/gen2.jpg" border="0">
<i>7.</i> This is what I'm having trouble with right now... the central hive room.
<img src="http://tald.readyroom.org/maps/ns/ns_nothing/images/centralhive1.jpg" border="0">
8. Another angle of the hive room.
<img src="http://tald.readyroom.org/maps/ns/ns_nothing/images/centralhive2.jpg" border="0">
As I mentioned, what I really am needing help with is the hive room there... It just doesn't feel right. Last time it was the lighting, not sure this time...
What do you think it needs? I suppose it could use a bit more infestation here and there. I just think the hive looks out of place or something... any suggestions?
Anyway, thanks for takin a look! <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> Any comments or criticisms on the level as a whole would also be greatly appreciated. For instance, I wonder if the Marine start is actually scarier then the Hive rooms... then again, the alien bits are definately more organic feeling... I think.
(BTW, for anyone interested, notice how similar this hive room is to my previous one (the big one with the bridge). I am now hoping to be able to include the older one in this map as well... that was one room that was hard to let go of, and I think it can work out here now.)
First off, I'd like to mention that I'm making a fair amount of progress on my map ns_nothing. I'm still not sure if it would even be realistically possible to finish it before ns1 comes out, but oh well... As I write this, I have a full one third of the map finished, minus filler brushes, resource placement, misc detailing, tweaking, etc. I am hoping to be completely finish off this third by the end of the week. That's my goal anyways. Doesn't mean it's going to happen. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
Okey then. A bunch of shots... Modem users beware. The area's I'm most interested in getting feedback about are the Marine Start and Hive Room shots.
1. The Marine Start. What do you think... too dark? I personally think it's plenly bright, but the presence of all the shadows makes it feel a bit darker.
<img src="http://tald.readyroom.org/maps/ns/ns_nothing/images/nothingms5.jpg" border="0">
2. Closer shot. That's the CC back there.
<img src="http://tald.readyroom.org/maps/ns/ns_nothing/images/nothingms3.jpg" border="0">
3. A hallway... fairly close to the MS.
<img src="http://tald.readyroom.org/maps/ns/ns_nothing/images/nothinghall1.jpg" border="0">
4. Another hallway... again, fairly close to the MS.
<img src="http://tald.readyroom.org/maps/ns/ns_nothing/images/nothinghall2.jpg" border="0">
5. A generator type room... (Don't ask) Gettin pretty close to the hive here...
<img src="http://tald.readyroom.org/maps/ns/ns_nothing/images/gen1.jpg" border="0">
6. Generator room.
<img src="http://tald.readyroom.org/maps/ns/ns_nothing/images/gen2.jpg" border="0">
<i>7.</i> This is what I'm having trouble with right now... the central hive room.
<img src="http://tald.readyroom.org/maps/ns/ns_nothing/images/centralhive1.jpg" border="0">
8. Another angle of the hive room.
<img src="http://tald.readyroom.org/maps/ns/ns_nothing/images/centralhive2.jpg" border="0">
As I mentioned, what I really am needing help with is the hive room there... It just doesn't feel right. Last time it was the lighting, not sure this time...
What do you think it needs? I suppose it could use a bit more infestation here and there. I just think the hive looks out of place or something... any suggestions?
Anyway, thanks for takin a look! <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> Any comments or criticisms on the level as a whole would also be greatly appreciated. For instance, I wonder if the Marine start is actually scarier then the Hive rooms... then again, the alien bits are definately more organic feeling... I think.
(BTW, for anyone interested, notice how similar this hive room is to my previous one (the big one with the bridge). I am now hoping to be able to include the older one in this map as well... that was one room that was hard to let go of, and I think it can work out here now.)
Comments
ok serious now
pic 1&2
they look very good but i think the spolights through the grates is used a bit much. may i sugget having some not on or flickering. and also it's just a tad dark for being so close to the marine start. how about some soft lights that come on when someone logs into the command station and just brighten the room up slightly?
pic 3&4
the spot lights look a bit harsh. but still good. and also in pic four is that one spot light on the right coming from the same place as the rest or is it coming from a hallway out of the picture?
pic 5&6
some big core thingie in the middle maybe?
pic 7&8
is the hive just floating in the air or is it attached to the cieling(can't tell to dark) either way maybe put a soft green light just below the hive so it looks likr the hive is giving off light. and also under the spots put some infestation
well thats my 2 cents. though if i ran around in it i might see that some of the stuff that i pointed out actually works quite well(hint, hint, send mouse a copy <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> )
Ok, I'm going to fire off a quick response. I'm pretty sure this topic is going to go around a while, so I'll be back for more. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
Is the Marine spawn scarier than the Hive? No! You're doing some stuff with the lighting in that hive that is nothing less than evil. The hive also has some very dark places that would concern me as a player.
In contrast, the Marine spawn is well lit and decorated with working tekie stuff. The only thing scary there is how expertly you've rendered the scene.
Back to the Hive real quick... There are a lot of things I like. A lot of things that really nail the atmosphere for a hive as spoken in the guidelines. I too feel there is something a little off... hmm.
About all I can say is that the Hive seems too vulnerable.
Now, you're a better judge of this than I, but it almost seems like the Marines can walk in, fan out in the water below and make a real mean first impression.
Of course, looking at the lighting and architekture, the Marines may be lucky to make it that far. I don't know. If you're like me, you probably are not making either side's first line of defense also their last line.
What I'd change is the 'crew expendable' screentexture. It's meant as an easteregg and placing it so obviously isn't going to make it better. As I mentioned before, I dislike that floortexture, but I'm pretty alone with that opinion, so you may as well keep it.
The hallways are just perfect. Don't change them a bit.
The hive - well, I think the room should be more heavyly infested; the hive itself is a very drastic form of infestation and thus doesn't fit in such a 'clean' environment. Seems as if you'll need some special textures for that :/
Otherwise, I love the architecture and the lightning is simply above everything.
<!--EDIT|Nemesis Zero|April 03 2002,05:36-->
You could also add some steam comming from those pipes, or some fog hanging over the water...I woudl liek to think of a hiveroom as a very hot and damp place...
BTW I really really really like your lighting, in all your shots <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
In the room with the circular hole in the middle, i think it could do with a border between the metallic grate texture and the diamond texture.
Hive Room - I agree with everyone on it needing a heavier infestation, also maybe make the hive area architecture more curved with bump of infestation coming out of the metal walls.
How about making the ceiling dip down a bit at the sides leading up to the R25_PIPEWALL3 texture, and then using a few of those orange lights there (and change the lower orange light into a white light). Then use the planes you freed up (by taking out the lights with grating/replacing it with the dip) to add some more detail to the walls of the room or maybe add some crossbeams on the ceiling, also a large dip in the middle so the hive is closer to the water might look good. It just needs more variation, looks too square.
This probably didnt help you at all, Im bad at writing my ideas down and wouldnt really be able to get good ideas about it without having the map open in front of me in WC.. no Im not asking for the rmf <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> Anyways this map isnt my style, not that I dont like it, I just map in a much diff way then you so you dont need to pay much attention to this post.
I love the spotlight effects. I worry about your plane usage because of all of them though, since each grate is composed of so many brushes.
One thing you could use to add to the infested look of the hive is the transparent alien growth textures. As you have it now, the growth cuts off cleanly at the walls. You can use "solid 255" func_illusionaries with those transparent growth textures to create a look of the infestation creeping down the wall from the ceiling. The only other thing that occurs to me looking at the hive room is that I would scale up the texture on the water, but that's just a personal preference.
<!--EDIT|Relic25|April 03 2002,09:02-->
I feel that the Marine spawn should be brighter, but the alien spawn should be darker, and it definately needs a LOT of infestation..i.e. Vines of infestation hanging down, infestion covering the walls and floor, etc. Other than that, very nice.
OK, excuse me then.
Ken uses a spotlight for each streak of lightning, so the grates don't have to be composed of so many planes AFAIK.
<!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Ken uses a spotlight for each streak of lightning, so the grates don't have to be composed of so many planes AFAIK.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
If this is the case and each grate is only a single transparent brush, then never mind, but I thought he was using solid brushes in the grate to further sharpen the spotlights. I could easily be wrong. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
<!--EDIT|Relic25|April 03 2002,09:19-->
Look closely on every pic and you should be able to see all the light sources. Maybe it's easier from within the game.
And here I thought that was good use of colored lighting and added a lot of deapth to the room...
<!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Ken, great work as usual. A couple suggestions:
- Differentiate the marine start a bit more from the hallways around it. Maybe a slightly different color scheme, some elevated safe areas, less shadows, something to make it stand out as a safe place. Right now it looks great but feels exactly like the hallways around it.
- The hive is far enough from the wall that it seems vulnerable. I think the hive would want to be draped against at least one wall, so provide some cover. It's a big vulnerable organ. Also, you could have a much more alieny feel to your hive room if you showed some entropic decay, like odd angles, fallen supports, leaking water and generally more chaotic and primal forces at work. Remember that hives like warm and the like wet.
- Landmarks. I think you should try to have some more landmarks around the map, so players can describe map locations and meet places in it.
Keep up the great work, I love the look you have here.
-or-
Why Ken's Marine spawn is not dark.
Because it just isn't! <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
No, seriously. If you notice, a great percentage of the walls and floors is actually lit. There <i>is</i> some very dark places. However, there is very little marginally lit area.
I think it is important to notice how all the darkness is broken up. It isn't all in one place, just a lot of it liberally scattered about, just like the lighting. If I were trying to move in the darkness, it'd be darn near impossible. I'd end up in light areas half the time.
If you want a dark atmosphere but don't want the usual tactical problems given truly dark areas, <b><i>this is how your lighting should be done.</i></b>
At least thats how I view it from over here.
KT
<b><u>My points and criticisms for you <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--></u></b>
<b>Pic 1 "Marine Start" - </b>
Nice. Really really nice. Your use of shadows is awesome and the overall ns gritty theme comes out really nicely. The command station looks really nice as well. Only suggestions I can think of is to make the comm. station area a little bit more curvey, doesn't have to be much - maybe just the back wall, if you round it out a little. All depends on r_speeds I suppose. As for whether it is too dark or not - maybe a little bit too dark for marine spawn. Easily fixed tho with possibly an extra wall light somewhere or possibly even some floor lights around the perimeter of the room.
<b>Pic 2 "Marine Start" - </b>
Not really a suggestion more of a question. How do you get your hand-rails (and any func_wall for that matter) to not be full bright? Your hand-rails are super sexy.
<b>Pic 3 </b>
Bear in mind that this is just me, but I think the shadowed spot lights are a bit overused in some of your areas. They look good but if you see them constantly they may border on being annoying when running at full speed past dark/bright/dark/bright. Only thing I could possibly suggest is using a few less in some areas (particularly this sshot) and maybe upping the ambient lighting.
<b>Pic 4</b>
Hmmm, question for you...Is there a visible origin for these lights? hard to tell from this shot...
<b>Pic 5 & 6 "Generator Room"</b>
I think I've worked out whats bothering me with these shots, particularly when comparing them to your marine start. They sorta look very similar to the marine start. This isn't a bad thing, don't get me wrong, they both look super sexy but there is no real gradual change between locations. Again, this could be fixed by lightening up the marine spawn a little so that the lighting gets gradually starker and a little darker.
<b>Pic 7 & 8 "Alien Hive" - </b>
Few things:
1. Definately needs to be infested a bit more. You can easily make infested copies of the textures you use and just compile them into the map.
2. Feels a little bit too well ordered to be the hive room, maybe some extra brushes around the edges and on the floor etc could fill it out a bit.
3. Along the lines of point 2 - those spotlights seem so nicely placed and well ordered. It just doesn't feel right. Maybe have some of them misaligned and pointing out into the room as if the infestation has pushed the light fitting around.
Overall - Super sexy map. Hardly any "bad" things as such to criticise, just more a tweaking thing. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Score:
Brushes [8/10]
Lighting [7/10]
Mood [10/10]
Theme [10/10]
Sexyness [10/10]
----------------
Overall [90% SEXY!]
Marine spawn: There's a lot of that floor, and not a lot of variety associated with it. I'm having trouble figuring out the cieling in either of these two pictures. I just think it might be a bit too dark.
First hallway: Is that hole in the wall just for detail, or does it lead to a passage? Either way, it is pretty cool. I'm wondering if there is any explanation for some of the lights to be white while others are orangish. I don't know if I like the white as much as the orange.
Second hallway: It seems close enough to the first hallway architecturally that I'm wondering why the floor texture is different. If I'm correct, there appears to be a strip of light near the back corner of this hallway. I think you could probably use more of these and slightly fewer spotlights. Don't get me wrong, they are wonderful, but as someone mentioned, it does get a bit repetitive.
Generator room: What is the purpose of the hole? I think there could be some better way of putting detail in the room. Maybe if there is some kind of pump/piston/whatever. Again, the ceiling has almost no light on it at all. Even some ambient light would be nice.
Hive room: Infestation, noise, and motion. Add some kind of source for the water that is still on. Maybe put in a fan or two. Definitely make it look a little more destroyed. Spotlights like yours would look wonderful in destuction. And some lighting under the water might be really neat.
In general: I really like your style. I hope you do finish this map, and the news of including that old hive room is certainly a welcome announcement. Spotlighting is gorgeous, but perhaps a bit overdone. Maybe you could also throw in a few more colors.
Great work.
The way I always envisioned the hive room was a big hive in the corner, occupying most of the room, lots of green lighting, lots of rocky walls (maybe rocky is the wrong term)... like the way Merkaba did his join alien team hallway.
I can't see any generator in the generator room. Could you post some better shots?
In pic #3: It would look really sweet if you had a red light_spot shooting from the hole in the wall.
Also, shouldn't the command center be a little more enclosed? Perhaps enclosed in glass to add some more diversity to the room.
It seems like all of your ceilings are very flat, but maybe that's just because it's hard to see <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
Anyway, time to address the criticism (Thanks a million, this will all help me out a lot):
<b>Mouse:</b>
I was wondering if people would think it's too much... I guess we'll just have to see how it turns out.
It is my intent to have harsh light against really dark shadows.. It looks more natural that way. At least it did at first... About the colored light source, yep it's from the same place as the white. Not realistic, but hey. If you're referring to the streak of light just beyond the pipes, yes that's from the next hallway. The hive is attached to the ceiling, but not very convincingly. I can't seem to get the hive placement down.
<b>Killtoy:</b>
Good point about the vulnerablity of the hive. Not sure what to do about that. The hive will, no doubt be changed up a bit though. I actually haven't been thinking too much about cover and the sort lately... oops. Hehe.
<b>Trane:</b>
Hehe, actually, there are indeed light sources for every (spot) light there. There has to be, or they wouldn't work. It's just a bit hard to tell from the shots. But they're there. It's not glaringly obvious ingame, but if you look for them, it makes sense.
<b>NemZero:</b>
Infesting that hive room is quite the pain... I don't know what it is, but I can never get it right. It doesn't help that those Solid 255 infestation textures aren't working for me. It definately does need more work there though. One bigger problem is dealing with the lighting... It's a very dark room, and catching the infestation in the lights isn't happening. I think I'm going to place point lights next to each of my infestments, just to highlight them.
<b>Interfector:</b>
I agree. It looks totally out of place there. Definately needs more infestation. I'll see what I can do about some debris or something too. Though I can't add too many more polys to the room. I really like your idea about the fog, and have been hoping to implement some rolling mist in there. Or least some steam rising up from the water. About the water texture, that specific one is actually the darkest one I could find. It's pitch black in VHE. My gamma setting along with the transparency makes it bright.
<b>Mart:</b>
The light is coming from lights behind grating that you can't make out very well in the shots. About the diamond and grated floors, yep there is a border... the grated part is actually sunken into the floor a bit. The border on the vertical side.
<b>Ekaj:</b>
I think it just might be the shots that are blurred there.. or maybe the distance from the texture. At any rate, I don't see it as that big of an issue. I like your suggestion about that though. Might try it out.
Yep, The room definately looks too square. I'm really not satisfied with the whole thing... might have to try again there. If I do keep it, I will definately be lowering the hive closer to the ground. Thanks for the tip.
<b>Relic:</b>
I think planes use is one of the bigger issues now that I'm further into the level. The grating does have a HUGE impact. Because of this, the structural detail of the level is kept to a minimum. For both planes and w_poly considerations. About the infestation, yep I would definately like to do what you suggested, but when I use any alien infestation textures (including Chrome's), the transparencey doesn't come out. It stays blue.. All the other transparencies work though.. I wonder what's going on there.
<b>Humbaba:</b>
The stalactites are a very cool idea.. I have something similar to that running down the walls now.. sorta.
<b>Jedisar:</b>
That is one major problem for me right now... The level seems to have the same mood allthroughout. I'm trying to vary the lighting effects between the two areas, but it still is a problem.
<b>NemZero again:</b>
Right, for the most part, one spot light is used for one streak. In several cases though, the bars can produce two or three streaks.. though much smaller ones. Though I must admit that some of the streaking in the alien areas is done with only one light for up to 5 steaks. I'm putting the enity farther up there, and it allows for some nice premade shadows. It really isn't an option to take the bars and gratings out.
<b>Relic again:</b>
Yep, that is the grating's primary purpose is to sharpen out the shadows... make them rectangular. They are indeed solid world brushes.
I <i>really</i> like your idea about the work lights, and am seriously considering trying that out. Thanks. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
<b>Kassinger:</b>
Yep, it's much easier to see when walking under them. Your picture is right on.
<b>Tycho:</b>
Hehe, that is actually a colored light like Killtoy stated. I needed a light there to brighten up the CC, and that looked a lot better then white.
<b>Flayra:</b>
While I think the MS is plenty bright, it does feel a bit too unsafe. I wonder if the presence of relic's worklights would help that factor out...
The hive is pushed up pretty close to the back wall.. I could move it further though. I would like to make the room more chaotic with the architecture, but I'm kind of high on the r_speeds there... Those stairs are really bigger then they look. I might have to see what I can do with the lighing (for a chaotic look) if I can't afford any more polys after proper infestation.
About landmarks... That has been one of my biggest worries so far. I'm not sure what to do here...
<b>Killtoy on lighting:</b>
That's exactly how I feel about the marine start's lighting too.
<b>Hanz:</b>
Nice idea about the MS, might have to think about doing something like that. About the railings, I'n not sure what's going on ther for you... I can get both dark and light spots on the same func_wall without any problem. I think maybe your MS railings are directly in the way of a light_environment? It's strange how the rest isn't effected though....
It does seem to be a common complaint that the spotlighting is a bit too repetative. I asked if people thought it was at first and they all said no... But once you've been around it for a while it's a different story. I wonder what people's reactions to Doom3 is going to be then (where I got my inspiration here). But yes, it is getting far too repetative. Not sure what to do here. Kind of frustrating...
Yep there is sources for all the streak lights.
About the Gen room... again, this is one of my major worries.. no real change between the two areas. It's a pretty big problem that makes me worry about the future of this level...
Yep, I probably should mess up the lights in the hive room a bit... far far too proper.
Hehehe, nice rating thingy. Never thought a map could be sexy... <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
<b>Greedo:</b>
Your questions about the ceiling: So far every ceiling is every room is a completely flat and featureless surface with only the lighting grates in it. They are therefor intentionally left very very dark... The rusty texture up there probably wouldn't be something I'd want to highlight.. hehehe.
Yep that hole is a little entrance to an alien only route. May need to take it out if it's too close to the MS though. (it's a hallway and a room away.)
That second hallway is seperated by the first by a room. The floor changes somewhere in there.. hehe.
I do agree that the lighting is getting far too repetative. A huge dissapointment.
I like your guy's ideas about a core/pump/etc there, but I think I'm keeping the hole. Again, r_speeds are restricting me there. (It's the grates' fault... they're horrid.) One cool thing about the holes like that in the level is that it's a great place for aliens to hide down in... <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
The hiveroom definately needs to be more active and noisy. I like your suggestion about the fans.
Yeah, I have been keeping it to white, orange, and red... I've tried other colors but it never looks right. Don't know what to do there. I agree with you about that though.
<b>Shoven:</b>
I used the term "generator" at the lack of a better one... You can imagine the walls as large generators to make better sense out of it.. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
About adding a red light in the hallway.. would be cool, but I'm trying to keep the red closer to the alien areas. Orange closer to the Marines. Though there is, of course, instances where they get mixed up..
On adding glass around the CC.. not sure. I'm not sure how enclosed a cc should be. Though, the room should be very easy to defend with the catwalk up there and all.. nice place to put a turret.
And yep, all ceilings are flat. Kind of unfortunate, but compelx architecture would block the lights.
<b>----------------------------------------------------</b>
Anyway, Thanks for all the great feedback! Again, I wasn't expecting this. You guys are a great help.
/looks up at all he's written
/blinks
/notices how much darker it is outside then when he began writing
/blinks
/blinks
Oh <i>man</i>, don't <b>ever</b> let me do that again! Thanks for the suggestions everyone! <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
I probably could have written a nice short general reply, but <i>nooo.....</i>
/gets back to mapping
<!--EDIT|ken20banks|April 03 2002,17:58-->
The reason those transparent textures won't work is because the names don't start with a "{". I just made a copy of "alien_alpha2", put it in my ns_bast.wad, and renamed it "{alien_alpha2". It worked fine after that.