Space Station Design
chubbysteve
Join Date: 2002-10-14 Member: 1496Members, Constellation
<div class="IPBDescription">kinda...</div> Well I was tryng to design something along the lines of a believable space station. So consistency is key.
<img src='http://www.parkway-capital.com/steve/sigs/room0000.jpg' border='0' alt='user posted image'>
The light fixings and skulking cover is consistent, and there is ample room for distractions and door ways. The upper area could easily host vents.
My main gripe is the over use of vert textures and the blocky construction.
<img src='http://www.parkway-capital.com/steve/sigs/room0002.jpg' border='0' alt='user posted image'>
This just shows how I would use sign posts (blue hologram signposts) to point out map locations, and how the vents could work. That fan is moving in game, but there could be broken ones around the place.
So... I'm pretty sick of this now, I just think it looks so boring already! <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> C&C welcome.
<img src='http://www.parkway-capital.com/steve/sigs/room0000.jpg' border='0' alt='user posted image'>
The light fixings and skulking cover is consistent, and there is ample room for distractions and door ways. The upper area could easily host vents.
My main gripe is the over use of vert textures and the blocky construction.
<img src='http://www.parkway-capital.com/steve/sigs/room0002.jpg' border='0' alt='user posted image'>
This just shows how I would use sign posts (blue hologram signposts) to point out map locations, and how the vents could work. That fan is moving in game, but there could be broken ones around the place.
So... I'm pretty sick of this now, I just think it looks so boring already! <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> C&C welcome.
Comments
The deapth of the bulkheads along the walls isn't deep enough to give any cover from attacks, but enough to get snagged on if you're in a hurry.
You seem to have a fair bit of detailing in the ceiling but very little at eye level, that bland green texture is not best used in large patches. Prehaps you could try making the walls bulge outward (like on AtomicMass) ?
Nice use of spotlights.
Basically turn the walls into trapezoids with the smaller face towards the hall and running from floor to ceiling. This would kind of put a wave with the support posts in the troughs. You can keep the same texture that way while still having something that doesn't just look flat. In addition if the surface of the trapezoid parallel with the bulkhead is large enough you can make it so that skulks can easily climb from there to the vents.
And yes, try to get everything less perpendicular by having bulging walls etc. And slightly increase the vertical scale of the transparent cable texture, then align it to top. This will stop the annoying anti-aliasing near the bottom of the transparent bits.
Chromeangel:
<!--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-->It would appear to be very difficult for a skulk to climb up those walls to get to the vent, because you have that lip on the top.
The deapth of the bulkheads along the walls isn't deep enough to give any cover from attacks, but enough to get snagged on if you're in a hurry. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Skulk climbing <b>is</b> an issue - usually at the corners and bulkheads in the middle is it easy and only then. I'll address that problem at the same time as the other thing you mentioned - depth of bulkheads.
Cheers for that.
<!--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-->You seem to have a fair bit of detailing in the ceiling but very little at eye level, that bland green texture is not best used in large patches.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
What is the bland green texture? - do you mean the nos wall texture?
For eye level detail I was planning on using the small sections on various different eye-candy set pieces eg: pipes behind a grill, drop in room sections that have computer banks (perhaps I should map this to show yous) and so on. But, I see your point and it might be remedied when I address the bulkhead issue!
<!--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-->Nice use of spotlights.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
cheers <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
and cheers for the tip reese.
Edit: posting before me venomous!! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Thanks for that about the anti aliasing tip - I thought I'd already got rid of that but it's come back to haunt me <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
And the vent network idea has already dawned on me - planning a hive around it I think.
Cheers.
<img src='http://www.parkway-capital.com/steve/sigs/room0004.jpg' border='0' alt='user posted image'>
See the way I could have that in a straight wall abit easier. I dunno, it's just some thing I've recently done...