New Ns_senria Ms Shots

The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
<div class="IPBDescription">Better than the old ones! Honest!</div> Alright, so I've fixed most of the texture errors, made it a bit brighter, and added some more detail and borders and stuff. Next, I'm planning on putting some detail on the ceiling and floor, but unfortunately this isn't my strong point, so i'm looking for suggestions in that area.
Fancy a look at what's there now? Alright...

Comments

  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    Bit closer view of the seat on the lift...
    Please, remember, this area is work in progress! It's not finished! If you have any suggestions, comments or outright flames, please let me know. It will help me make the map a lot better.
  • nightdragonnightdragon Join Date: 2003-01-05 Member: 11848Members, Constellation
    Nice, better than the old screenies <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    ND
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    The elevator-lift-door-things need to be dressed up a bit. At the least they need a border, kind of like a doorjamb but... more complicated. They need to be inset into the ceiling a little, I think, AND they need a border that's outset from the ceiling. Another good idea would be to make the grating on the side of the platform see-through and let people see the hydraulics supporting this whole deal.

    The first step you should take in reworking the floor and ceiling is to make them different textures. Drastically different. Outside of a sanitarium you never see floors and ceilings that look the same. After that maybe a pathway laid out in a different texture leading from the room entrances to the elevator. The ceiling could at least sport an occassional air vent. Also a floor-to-ceiling computer column or two would add a bit to things. Girders may do well here too, unless you want an absolute clean appearance. Also with the floor you may want to set the CC up on a raised platform which holds some computers (IE elevator or other mechanism controls) Depending on WHAT the elevator is used for it may have a conveyor system nearby to transport heavy objects, or some ceiling mounted track pulleys to help moving things. If it's a people mover put in things like storage lockers.

    There's a lot of places this room can go, pick one and go for it. If need be find a room IRL that performs a similar function and take some notes.
  • MachiavelliMachiavelli Join Date: 2003-07-27 Member: 18468Members
    Looks good, but there are a few things you may want to think about. First off, this is marine spawn, which means that it should be bright (leave the darkness for the hive rooms). I'm not saying you should make it blinding full bright, you may just want to add a few more lights (or a spot light or something) to lighten the room up a bit.

    As for detailing, first thing you will want to do is scall up that floor_dimond texture. Right now it tiles like mad. As for detailing, dont worry too much about the floor, they were made to be flat. As for the roof, if you got to much detail up there its annoying for skulks. If you need ideas, I would suggest having wires go across the roof between each piller.
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