Spinky Corridor
sySTEm1
Join Date: 2002-12-20 Member: 11222Members
<div class="IPBDescription">one screenshot</div> all evening i been playing round on hammer with a few corridor/room designs for intrepid. after a few hours of messing with different designs i came up with this rather spinkyish corridor. bit different, and yes i know im using the so-called 'over-used' textures but its only a test, prolly will be using the design in the map somewhere, but prolly different texturing.
i know the lighting looks VERY intense on the pic, i had to use photoshop to turn brightness up as picture was dull, seemed to over-do the lights, they are not this intense in the map, but they do need configuring. and ignore the wall at the end of corridor its just to block the ends off <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
i know the lighting looks VERY intense on the pic, i had to use photoshop to turn brightness up as picture was dull, seemed to over-do the lights, they are not this intense in the map, but they do need configuring. and ignore the wall at the end of corridor its just to block the ends off <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
Comments
good.
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
Btw, if you wanna sound <i>really</i> leet, you should spell it "spinkee." It means cool, nice-looking--kinda similar to s3x3h <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->.
And, well, aside from the lighting, it looks pretty good. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
I wouldn't have too many corridors like that as they'll take up planes, and I wouldn't make it too long either. Long, high corridors play hell with your r-speeds, I have found. Otherwise, looks good <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
And, well, aside from the lighting, it looks pretty good. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Exactly ... the people that complain about the wall_lab textures are the same people that complain about anything popular like Microsoft Windows (while they are typing on a Windows machine ... bah.) People just have to go against the grain sometimes.
I love the wall_lab textures and will be using them on ns_cygnus, coming hopefully some time this year. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> That texture set has lots of variety, plus infested versions, and many good trim textures. No reason not to use them. Just don't over-use them, and that statement goes for any texture set.
Why not just take screenshots in ready room mode? Nothing on the screen at all. Works great for shots taken from a viewpoint accessible to the marine model. Obviously, if you wanna climb up a wall and take a shot from the ceiling, you'll have to go alien, but using ready room mode is great for most shots.
As for the hallway, I think it looks cool. As has been said, the lighting is too flat, needs more shadows, but that may just be because of your PS edit. The only thing I guess I don't like is that is has a kind of medieval look to it ... the high arched ceiling doesn't really fit the theme of NS, at first glance. I'd really have to see it in the context of a map to say for sure, but that's my first impression. Might just be the angle of the shot, too. Regardless, the design and texturing is "spinkeh".
If you really need a 'skulk factor' here, then place a pipe near the ceiling but leave enough of a gap for a skulk to run along top of the pipe. The skulk couldn't jump down into the hall, but could use the pipe as a 'vent' and traverse the hallway without worry, since marine shots would be blocked.
Not necessary though, I love the hallway as it is!
And as for the "don't use eclipse textures!" ... why not? Maybe your map is another Frontiersman facility.. and it makes sense that certain stylistic elements and panel designs were used in a number of outposts, not just one.
thanks for all the feedback. and as i said the lighting will be changed, im going off the huge lights on the struts now, so we will see <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->