Project update
Killtoy
Join Date: 2002-03-28 Member: 358Members
<div class="IPBDescription">Elysium marine spawn</div>Okay, these shots are very preliminary. There are a lot of things lacking, and I'd like to invite you all to post what you think should fill in the spaces...
<b>The old command station in its new home looking out at the maintenance bay.</b>
<b>The old command station in its new home looking out at the maintenance bay.</b>
Comments
<i>You didn't think I was going to toss that, did you?!</i>
Frankly, the more I work on this map, the more respect I have for the more professional mappers around here.
Please, tell me what you think - I'm really open to suggestions right now.
I really can't find all that much to fault, except one thing: The glass. Can't say I really care for its green tinge. Blends bad with red if you ask me.
Other than that, excellent! <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
-Edit- While there really isn't anything wrong with the way it is right now... I wonder if some more "dramatic" lighting would suit that pinkish area in the last shot better. Possibly a deeper tone of color. Then again, maybe not. I'd also replace that small grey pillar.
<!--EDIT|ken20banks|April 19 2002,00:28-->
Also, when I look at the airlock I imagine matching red lights along the ceiling - makes it a circular room, rather than a flat one.
Looks great!!
Let me play around with them and see what I can make happen.
I quickly changed this and a few other suggestions in last night when I added some hint brushes.
This has been a real heartbreaker guys, so any help or advice you can give would be appreciated.
And yes, I do plan to "modernize" the command computer. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
I forgot - there is 1 more hint brush in there. So after every turn, there is a hint brush.
(Killtoy grumbles and growls at life, and shuffles back to his editor.)
I'm happy to announce that I have found the culprit of the more major of my problems. In the future, I'm never trusting WorldCraft to run VIS by default. On the bright side of things, this whole ordeal has caused me to learn a great deal more about the HL engine and mapping.
<b>Here is a shot of my last remaining "problem area".</b>
I do plan to gap several brushes in here from eachother. I can already see where that could earn me around 100 less wpolys. I don't understand why some of these brushes are being broken up so heavily. Could this all be the product of texture scale?
[edit] Duh - that is pretty obviously texture scale in some places.
<!--EDIT|Killtoy|April 19 2002,15:36-->
Your comments or ideas?
<b>Below: the real "blah" feeling shot.</b>
<!--EDIT|ChromeAngel|April 19 2002,20:49-->