Ns_abyss lives!
Legionnaired
Join Date: 2002-04-30 Member: 552Members, Constellation
<div class="IPBDescription">It's alive... it's aliiive!</div>OK, some of you may remember the map I started a Little bit ago, you know.. with the yellow submarine..?
Well anyway, here's some shots from the readyroom for that map, posted here as the object of (hopefully) constructive criticism.
Pic 1, Dive into the pool to be a spectator...
EDIT: YOu may not be able to see the water, I'll post a clearer pic later...
Well anyway, here's some shots from the readyroom for that map, posted here as the object of (hopefully) constructive criticism.
Pic 1, Dive into the pool to be a spectator...
EDIT: YOu may not be able to see the water, I'll post a clearer pic later...
Comments
Edit: Also you should try yo blend the tunnel infestation with the outters of the door.
Oh, and that ceiling texture isn't final.
Or maybe it's what Jedi said, that the transition between the wall and the ceiling wasn't quite right. In any event, everything else looks good, especially the whole "dive to be a spectator" thing, just the top of the walls bother me.
It's called 'observe-b' people!
oh, and you should use additive render mode, not texture.
<!--EDIT|Greedo386|Oct. 02 2002,20:13-->
I also recommend another texture for the ceiling, having the same thing on the floor and ceiling doesn't look right.
I suggest you uses Additive rendermode for the team join signs, you seem to be using texture for the spectator join.
[sarcasm] Is the ceiling dangerous? Why else would it need to be marked with hazard stripe? [/sarcasm]
<!--EDIT|ChromeAngel|Oct. 03 2002,07:27-->
And the same texture on the ceiling and floor just dosn't do it for me. Its a good start, and a lot better than anything I could do, but shakin it up with protruding columns, different textures, varying lights, abmient sounds. Mabye some monitors.