Need Critisizing
Some_tall_guy1
Join Date: 2003-05-22 Member: 16601Members
<div class="IPBDescription">a large room</div> Well this is the center of my map, where most of the traffic will be (kinda like hera). I'm feeling a little non-creative right now so im wondering what the community thinks I should add in. This is the first compile of this area so its definately nowhere near done.
The room itself is a cargo transport route (ill be adding more noticeable "roads" soon) for large cargo transport vehicles (marines in an onos' gut are also considered cargo).
So ya, let the critisizing begin!
The room itself is a cargo transport route (ill be adding more noticeable "roads" soon) for large cargo transport vehicles (marines in an onos' gut are also considered cargo).
So ya, let the critisizing begin!
Comments
edit: the last picture looks a bit funky by the lmg scope.
ya im throwing around some different textures to see how it goes as we speak
im compiling an updated version now
wall instead of that harsh angle you have now, with a mitered cut at the bottom (plus you would eliminate the face against the wall) . also that support texture doesn’t work against that lab texture. try using a darkish solid color so it sets itself apart from the wall yet doesn’t clash like it is now.
GL <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
You might want to think about adding in a temporary storage area, as most cargo moving rooms have these.
Most of those large, open rooms and long hallways without places to hide would be absolute murder to skulks. Think of the alien team, too.
The cargo container gives you some nice reference for the room, and much-needed clues to it's function. But it doesn't seem like it's more than a simple cube right now. Some recesses, or even just a more complex shape would help it out a lot. And the one in the top pic seems to be hovering at an odd angle...
Texturing in general seems to be really coming along. The walls and supports jive a lot more, but I question that pipe texture along the ceiling molding, as well as the mechanical texture along the ceiling itself. Neither seem to really fit with the concept of cargo room, and there aren't really any context clues as to why they are what they are. (I know, philospohical mapping, right? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> ) Also, your geometry cuts off the wall textures in a few places. Turning those flat steel supports on the wall into geometry would give a lot more 3-dimensionality to them.
The floor, however, is the most flat. The grated ramp and lights help, but taking those hazard strips and pushing them out of the floor an inch and dropping the floor grates a little too would give it a more constructed feel, rather than simply a textured one.
Lighting... I don't know how I feel about the lighting. You chave a lot of colors going on, and quite a few different styles of lights (floor lights, haloed lights, light coming in through slits). Right now your lighting doesn't unify the room, though it doesn't kill it either. Lighting in the lower section gets a thumbs up, but I think that you could cull at least 1 color or type of light in the upper area. Then again, this is the central section of your map, and you likely need to tie a few visual styles together.
In summary, you're making great progress! I'd love to see the finished room!
I'll probably have more screenies of the reworked version in a few days, probably at the end of the weekend.