I'll give it a try, but the problem isn't isolated to the CC area. In the Ready Room there's the proper light cast downward which I want, but there are various artefacts that just shouldn't be there by my calculations...
Just had to Congratulate you on this map and how it is turning out. Love the design! and the new pics tease me even more!
Can t wait to see Hive Pictures when you eventualy complete one of them. Hopefully your first Natural selection map will be a good one!
Keep up the good work amigo.
( Dallas why did you have to climb into that vent) <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
Update: MS is nearing completion, only a few more details to be added - broken ceiling tiles to reduce repetition of the texture, and some pipage behind a cage.
That little vent leads to a larger ventilation chamber, and it can be welded but not from the Marine Start side.
Also ignore the doors, they won't be there in the final version <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
One final thing, that light_environment bug is still there, as you can see in the pics in some instances. I can't seem to do anything to shake it, and any help is appreciated <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
3rd and final <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
cool ,my map is just like that ... u rippah ! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
i never made a map without wall_lab tex <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->:D
wall_lab is the backbone of ALL maps! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Don't worry though, it's only being used for the Marine Start and 2 adjacent corridors, the rest will be of a different style.
That texture crops up everywhere! That texture is the core to NS....well slightly over the top but nevermind.
( what a pointless message) <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
Marine Start is now more or less finished, I just need to put down 16 team_starts in and an info_location, then it's set <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Feedback is still apreciated of course! I've also managed to get rid of the light_environment lighting problem as well, hooray <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
By the way, that loose tile is a func_pedulum that swings most lovingly, just for your information <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Next up comes Crooked Paths, 2 hallways of different heights that lead out of Marine Start - one leads to the Sleeping Quarters and Communal Showers, the other to Data Management.
Comments
Love the design! and the new pics tease me even more!
Can t wait to see Hive Pictures when you eventualy complete one of them.
Hopefully your first Natural selection map will be a good one!
Keep up the good work amigo.
( Dallas why did you have to climb into that vent) <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
That little vent leads to a larger ventilation chamber, and it can be welded but not from the Marine Start side.
Also ignore the doors, they won't be there in the final version <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
One final thing, that light_environment bug is still there, as you can see in the pics in some instances. I can't seem to do anything to shake it, and any help is appreciated <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Sexy
Sexy Map <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
(damn, how many time i say that?)
i never made a map without wall_lab tex <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->:D
Don't worry though, it's only being used for the Marine Start and 2 adjacent corridors, the rest will be of a different style.
That texture is the core to NS....well slightly over the top but nevermind.
( what a pointless message) <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
Feedback is still apreciated of course!
I've also managed to get rid of the light_environment lighting problem as well, hooray <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
By the way, that loose tile is a func_pedulum that swings most lovingly, just for your information <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Next up comes Crooked Paths, 2 hallways of different heights that lead out of Marine Start - one leads to the Sleeping Quarters and Communal Showers, the other to Data Management.
Until then, adios!
The lighting flows well and seems natural.
Thanks listening to the advice and breaking up the ceiling by adding pipes etc it really helps.
This is looking very good indeed. Kepp up the good work!