<!--QuoteBegin-Thursday-+Oct 3 2004, 12:32 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thursday- @ Oct 3 2004, 12:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Bijiy+Oct 2 2004, 09:13 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Bijiy @ Oct 2 2004, 09:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Greedo, your new map should have an updated version of lost's secret room. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I disagree. If Greedo was to make an 'updated version' all your asking him is to update peoples mugshots, in that case, just edit them for ns_lost. Make the takeback secret room an architechtural piece. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> With pictures so Quanaut can enjoy it. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I believe I already stated that I don't want to look at more ugly people! <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
There's a reason the ghouls scream when you click on the ugliest one in the hall.
kabo0mKT of Insomniacs Anonymous Gaming CommunityJoin Date: 2004-08-06Member: 30415Members
<!--QuoteBegin-KungFuSquirrel+Oct 3 2004, 06:14 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuSquirrel @ Oct 3 2004, 06:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> As I said... it's amckern's avatar. Comes from that domain. It's no virus or software bug, it's just some people dropped in during the time that the domain was completely passworded. I happened to see the same thing.
This is why remote linking avatars = bad unless you own the space <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> oh thx <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> I knew it could not be a virus <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> ty
CarnaxusREIGN OF CHAOS!co_sava (NS1)Join Date: 2004-10-01Member: 32036Members
<!--QuoteBegin-brute_force+Oct 3 2004, 09:46 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (brute_force @ Oct 3 2004, 09:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Thursday-+Oct 3 2004, 03:42 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thursday- @ Oct 3 2004, 03:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-brute_force+Oct 3 2004, 02:36 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (brute_force @ Oct 3 2004, 02:36 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Thursday-+Oct 3 2004, 02:03 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thursday- @ Oct 3 2004, 02:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-brute_force+Oct 3 2004, 11:21 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (brute_force @ Oct 3 2004, 11:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Lordy+Oct 3 2004, 03:45 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lordy @ Oct 3 2004, 03:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> bf - is that from a map project? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Nope, as I said in my post, it's just a random corridor I made <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> So random that it looks better than most areas in co_ares (Just looked at the first post from your thread, found it via the sig)/ <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I have to agree - when I made co_ares I was still learning as I went (I still am, but I think I'm better now). <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> This could be the start of Ares 2 <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> Although I was actually hinting at a re-draft of Ares, I reckon Ares2 would be much nicer. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Well, the original remake of Ares was started with just a random corridor (I lost the source to the old ares, it was different from the current one). I don't think I'll be making another Ares-like map though, I want to make something different now. I've started expanding the corridor a bit, maybe I'll post some screenshots of the new area when it's done. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> OMG TOO MANY QUOTES <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<!--QuoteBegin-Spawn of Chaos+Oct 4 2004, 05:52 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Spawn of Chaos @ Oct 4 2004, 05:52 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-brute_force+Oct 3 2004, 09:46 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (brute_force @ Oct 3 2004, 09:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Thursday-+Oct 3 2004, 03:42 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thursday- @ Oct 3 2004, 03:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-brute_force+Oct 3 2004, 02:36 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (brute_force @ Oct 3 2004, 02:36 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Thursday-+Oct 3 2004, 02:03 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thursday- @ Oct 3 2004, 02:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-brute_force+Oct 3 2004, 11:21 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (brute_force @ Oct 3 2004, 11:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Lordy+Oct 3 2004, 03:45 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lordy @ Oct 3 2004, 03:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> bf - is that from a map project? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Nope, as I said in my post, it's just a random corridor I made <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> So random that it looks better than most areas in co_ares (Just looked at the first post from your thread, found it via the sig)/ <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I have to agree - when I made co_ares I was still learning as I went (I still am, but I think I'm better now). <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> This could be the start of Ares 2 <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> Although I was actually hinting at a re-draft of Ares, I reckon Ares2 would be much nicer. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Well, the original remake of Ares was started with just a random corridor (I lost the source to the old ares, it was different from the current one). I don't think I'll be making another Ares-like map though, I want to make something different now. I've started expanding the corridor a bit, maybe I'll post some screenshots of the new area when it's done. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> OMG TOO MANY QUOTES <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I disagree, unless we're going for the longest "forum quote replies".
InsaneAnomalyJoin Date: 2002-05-13Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
edited October 2004
BF: The lighting could probably do with being a bit harsher. Try making the white lights much brighter and take the orange colour and use it to "backlight" the scene, so that you have an orange sort of "glow" with harsh white lights creating highlights.
Your architecture is great, though. Keep that up, I'm liking the style. Might be a bit rough on skulks though, especially those corridors with the grating sticking out in the earlier shots.
lol brute, if people complain about sava being dark I don't want to know what they think about your map! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
fantastic geo in that large room bf. though i feel those white lights... don't do anything. very very bright, yet yeilding almost no light. it feels awkward. i could help you with the lighting if you like. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
<!--QuoteBegin-Insane+Oct 4 2004, 09:57 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Insane @ Oct 4 2004, 09:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> BF: The lighting could probably do with being a bit harsher. Try making the white lights much brighter and take the orange colour and use it to "backlight" the scene, so that you have an orange sort of "glow" with harsh white lights creating highlights.
Your architecture is great, though. Keep that up, I'm liking the style. Might be a bit rough on skulks though, especially those corridors with the grating sticking out in the earlier shots. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> The grating was added to help the skulks, actually (they're func_wall), cause I felt the corridor was originally too open and too hard on the skulkies.
And yeah, the lighting needs work. I've never been that good at creating good lighting. I'll try what you guys suggested though. Thanks for the comments.
The brushwork is very solid but the lighting leaves something to be desired. It seems awfully dark and boring especially with how bright the white lights look down near the bottom.
hmm.. they do have a point. it does look rather reminicient of JK2, though i wouldn't add the handrails. i like it as it is. everyone's got rails. be different. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
kabo0mKT of Insomniacs Anonymous Gaming CommunityJoin Date: 2004-08-06Member: 30415Members
ya I like that it is different <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Like the arch-style but not too hot on the textures or lighting. But I still think you should keep making the level as it is and then maybe rework the tex and lighting at the end.
P.S. I'm a firm believer in the anti-handrails technique. I only put them in where they look nice and where they are really needed. As long as this area isn't easy accessed by lil' kiddies (ie there's a colony that has reached a young 2nd generation) no handrails are needed. I've got an area in my map that will probably result in a bout a million n00bs falling off and getting trigger_hurt, not to mention the fact that airbound players will have air currents to deal with! I think players will probably embrace it for the crazy Lerk vs. JP battles!
<!--QuoteBegin--[Kobayashi]-+Oct 6 2004, 12:28 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-[Kobayashi]- @ Oct 6 2004, 12:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Like the arch-style but not too hot on the textures or lighting. But I still think you should keep making the level as it is and then maybe rework the tex and lighting at the end.
P.S. I'm a firm believer in the anti-handrails technique. I only put them in where they look nice and where they are really needed. As long as this area isn't easy accessed by lil' kiddies (ie there's a colony that has reached a young 2nd generation) no handrails are needed. I've got an area in my map that will probably result in a bout a million n00bs falling off and getting trigger_hurt, not to mention the fact that airbound players will have air currents to deal with! I think players will probably embrace it for the crazy Lerk vs. JP battles! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Think about this for a second. Say this is a research lab, and you've got a catwalk which is fairly thin, going across a huge boiler/machinery or something. Also think that this research lab has thousands of scientists, all trying to get to their spot. Can you image when 4 scientists try to pass eachother on that small catwalk? Accidents would happen constantly, and replacing scientists is alot more pricy than just adding a railing there. Don't just think about the gameplay, think about realism too (to a certain extent).
just add a bent hand rail, like an onos fell off the edge, or found something it wanted on the lower level, but forgot to jump over the rail, and just charged it down, that way, you have the rail, but no protection
Fair point, but it depends on whether there are likely to be four scientists all trying to get past eachother laterally on a catwalk, that isnt actually that thin. Most scientists are fairly intelligent, so they'd probably just keep to one side and form a moving queue. Trims might work, as they'd help the would-be scientist in a hurry as much as the back-peddling Marine/Gorge/Player etc. That way you can readily identify where the edge is when you're in the midst of battle or running from a firefight. Then again you could add verticle wire-supports, a minimal addition which would also point out where the edge is.
To conclude: Trims/Supports could help distinguish the edge of the walkway and extinguish this heated debate!
Comments
I disagree. If Greedo was to make an 'updated version' all your asking him is to update peoples mugshots, in that case, just edit them for ns_lost. Make the takeback secret room an architechtural piece. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
With pictures so Quanaut can enjoy it. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
There's a reason the ghouls scream when you click on the ugliest one in the hall.
This is why remote linking avatars = bad unless you own the space <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
oh thx <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> I knew it could not be a virus <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> ty
Nope, as I said in my post, it's just a random corridor I made <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
So random that it looks better than most areas in co_ares (Just looked at the first post from your thread, found it via the sig)/ <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I have to agree - when I made co_ares I was still learning as I went (I still am, but I think I'm better now). <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
This could be the start of Ares 2 <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> Although I was actually hinting at a re-draft of Ares, I reckon Ares2 would be much nicer. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Well, the original remake of Ares was started with just a random corridor (I lost the source to the old ares, it was different from the current one). I don't think I'll be making another Ares-like map though, I want to make something different now. I've started expanding the corridor a bit, maybe I'll post some screenshots of the new area when it's done. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
OMG TOO MANY QUOTES <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Nope, as I said in my post, it's just a random corridor I made <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
So random that it looks better than most areas in co_ares (Just looked at the first post from your thread, found it via the sig)/ <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I have to agree - when I made co_ares I was still learning as I went (I still am, but I think I'm better now). <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
This could be the start of Ares 2 <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> Although I was actually hinting at a re-draft of Ares, I reckon Ares2 would be much nicer. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Well, the original remake of Ares was started with just a random corridor (I lost the source to the old ares, it was different from the current one). I don't think I'll be making another Ares-like map though, I want to make something different now. I've started expanding the corridor a bit, maybe I'll post some screenshots of the new area when it's done. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
OMG TOO MANY QUOTES <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I disagree, unless we're going for the longest "forum quote replies".
Although, I see where Greedo is coming from.
1/2
Your architecture is great, though. Keep that up, I'm liking the style. Might be a bit rough on skulks though, especially those corridors with the grating sticking out in the earlier shots.
Your architecture is great, though. Keep that up, I'm liking the style. Might be a bit rough on skulks though, especially those corridors with the grating sticking out in the earlier shots. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
The grating was added to help the skulks, actually (they're func_wall), cause I felt the corridor was originally too open and too hard on the skulkies.
And yeah, the lighting needs work. I've never been that good at creating good lighting. I'll try what you guys suggested though. Thanks for the comments.
<img src='http://maps.confusionville.net/ns_r9d3s.jpg' border='0' alt='user posted image' />
- no gamma correction, I'm sorry-
oh yeah, looks nice btw. consistant with the rest of what you showed me oh-so-long-ago.
Those walkways should have some handrails or something, wouldn't want a cute gorge to slip over the edge...
those screens look like they came from JediKnight 2, not bad
What was your infulunce in those screens, was it JK2-Outcast???
Adam
those screens look like they came from JediKnight 2, not bad
What was your infulunce in those screens, was it JK2-Outcast???
Adam <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I agree they look very JK series. Pretty nice, add hand rails!
Smooooth.
Jazzy
p.s. wat happened to that map pack u were making, was it u again?
P.S. I'm a firm believer in the anti-handrails technique. I only put them in where they look nice and where they are really needed. As long as this area isn't easy accessed by lil' kiddies (ie there's a colony that has reached a young 2nd generation) no handrails are needed. I've got an area in my map that will probably result in a bout a million n00bs falling off and getting trigger_hurt, not to mention the fact that airbound players will have air currents to deal with! I think players will probably embrace it for the crazy Lerk vs. JP battles!
P.S. I'm a firm believer in the anti-handrails technique. I only put them in where they look nice and where they are really needed. As long as this area isn't easy accessed by lil' kiddies (ie there's a colony that has reached a young 2nd generation) no handrails are needed. I've got an area in my map that will probably result in a bout a million n00bs falling off and getting trigger_hurt, not to mention the fact that airbound players will have air currents to deal with! I think players will probably embrace it for the crazy Lerk vs. JP battles! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Think about this for a second. Say this is a research lab, and you've got a catwalk which is fairly thin, going across a huge boiler/machinery or something. Also think that this research lab has thousands of scientists, all trying to get to their spot. Can you image when 4 scientists try to pass eachother on that small catwalk? Accidents would happen constantly, and replacing scientists is alot more pricy than just adding a railing there. Don't just think about the gameplay, think about realism too (to a certain extent).
Anyway, looking nice confused, I love your style.
To conclude: Trims/Supports could help distinguish the edge of the walkway and extinguish this heated debate!