<!--QuoteBegin-Crispy+Jul 3 2005, 01:05 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Crispy @ Jul 3 2005, 01:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It's WIP (a work in progress). Dark will be adding other routes into/out of the Hives, don't you worry. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Yeah, I just posted that overview and minimap stuff to show you how far along I am. I still have ALOT to do. Each hive will have AT LEAST two entrances not including vents / weldables, etc.
Pretty. Very ,Very pretty. Only crit on it is that the rt and the hive appear cramped to each other when looking at the room at a whole. I suggest moving it over to under the blue lights.
nice hive. but Im allways confused by this kind of light spot. because the source of the light doesnt seem to be connected to the light in any way. but maybe its just me. however, I do have the problem since bast 1.0 <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Bear in mind that my monitor here is utter smegma so I can't really see the models that well... (they're models, right?)
I really think you have to find a way to clearly distinguish between the real eggs and the fake eggs. Something subtle will suffice, but players new to the map will either be really impressed or really PO'd (this probably depends on whether they're the Egg or the Marine!) with this Hive. Rendy put his Eggs on the walls so you know they're not real, you probably need to do the same.
If you don't intend to change it then the Hive will need a slight nerf at some point in time (it may be that the layout already accomodates this).
My suggestions would be something around the bottom of the Egg to show that it's dead inside or in deep hibernation. Logic begs the question, however, if they're in deep sleep, why don't they evolve and join the fight?
I really don't think that the eggs will be a problem. I won't change the map just because "nubs" refuse to use their brains when they play. It is quite obvious which eggs are pre-placed. They are stuck in infestation at odd angles. Furthermore, there is only 5 of them. Play the map once or twice and you'll get it.
These eggs are the least of my troubles. I just ran around as an onos and found a bunch of doors that need to be raised, also, I'm working with a central marine start, which seems to be the mark of death for ns maps.
<!--QuoteBegin-DarkATi+Jul 4 2005, 11:37 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkATi @ Jul 4 2005, 11:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I really don't think that the eggs will be a problem. I won't change the map just because "nubs" refuse to use their brains when they play. It is quite obvious which eggs are pre-placed. They are stuck in infestation at odd angles. Furthermore, there is only 5 of them. Play the map once or twice and you'll get it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> thats not what i meant, its just that imo that stationary unkillable eggs just dont fit there. ive seen eggs used like that before and it didnt look good, i dont think this is any better. if you want to create an "alive" atmosphere use the lighter green infestation textures, water, infestation on the roof (computer core style) and maybe fog. but not eggs.
<!--QuoteBegin-Crispy+Jul 4 2005, 12:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Crispy @ Jul 4 2005, 12:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Make sure at least that the eggs are clipped and placed properly to avoid stuck issues. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> most of the models within ns doesnt have a correct hitbox. many do have a centre hitbox thats just some units high. when sunk no model should block players. an exeption I found out about is the model of the resnozzle: no matter what you do, if you just place the model with cycler you will always end up with a hitbox as high as marine o_0
to make the eggs translucent may be another possibility to mark the "dead" eggs.
<!--QuoteBegin-Lt Gravity+Jul 5 2005, 08:09 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt Gravity @ Jul 5 2005, 08:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Crispy+Jul 4 2005, 12:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Crispy @ Jul 4 2005, 12:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Make sure at least that the eggs are clipped and placed properly to avoid stuck issues. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> most of the models within ns doesnt have a correct hitbox. many do have a centre hitbox thats just some units high. when sunk no model should block players. an exeption I found out about is the model of the resnozzle: no matter what you do, if you just place the model with cycler you will always end up with a hitbox as high as marine o_0 <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> The cycler always adds its' own hitbox (same size as a marine) instead of using the models', which is why you should normally avoid using cycler for models.
<!--QuoteBegin-brute force+Jul 5 2005, 05:06 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (brute force @ Jul 5 2005, 05:06 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Lt Gravity+Jul 5 2005, 08:09 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt Gravity @ Jul 5 2005, 08:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Crispy+Jul 4 2005, 12:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Crispy @ Jul 4 2005, 12:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Make sure at least that the eggs are clipped and placed properly to avoid stuck issues. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> most of the models within ns doesnt have a correct hitbox. many do have a centre hitbox thats just some units high. when sunk no model should block players. an exeption I found out about is the model of the resnozzle: no matter what you do, if you just place the model with cycler you will always end up with a hitbox as high as marine o_0 <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> The cycler always adds its' own hitbox (same size as a marine) instead of using the models', which is why you should normally avoid using cycler for models. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> thats not true. I used severall models via cycler in my map and the resnozzle had been the ONLY ONE with this error. what would YOU use to place models within a map anyway?
<!--QuoteBegin-Lt Gravity+Jul 5 2005, 12:46 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt Gravity @ Jul 5 2005, 12:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-brute force+Jul 5 2005, 05:06 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (brute force @ Jul 5 2005, 05:06 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Lt Gravity+Jul 5 2005, 08:09 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt Gravity @ Jul 5 2005, 08:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Crispy+Jul 4 2005, 12:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Crispy @ Jul 4 2005, 12:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Make sure at least that the eggs are clipped and placed properly to avoid stuck issues. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> most of the models within ns doesnt have a correct hitbox. many do have a centre hitbox thats just some units high. when sunk no model should block players. an exeption I found out about is the model of the resnozzle: no matter what you do, if you just place the model with cycler you will always end up with a hitbox as high as marine o_0 <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> The cycler always adds its' own hitbox (same size as a marine) instead of using the models', which is why you should normally avoid using cycler for models. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> thats not true. I used severall models via cycler in my map and the resnozzle had been the ONLY ONE with this error. what would YOU use to place models within a map anyway? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Actually, it is indeed true. The reason it might not be obvious in some models is because the hitbox is placed on the origin of the entity, which means that in some models it might be correct or it may appear below the model or whatever. I don't use models in my map, but if I were to, I'd use env_sprite with a modified FGD so it doesn't crash. env_sprite does not add any hitboxes at all, so you have to clip it manually, but it's better than cycler IMO.
<!--QuoteBegin-brute force+Jul 5 2005, 08:42 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (brute force @ Jul 5 2005, 08:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Lt Gravity+Jul 5 2005, 12:46 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt Gravity @ Jul 5 2005, 12:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-brute force+Jul 5 2005, 05:06 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (brute force @ Jul 5 2005, 05:06 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Lt Gravity+Jul 5 2005, 08:09 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt Gravity @ Jul 5 2005, 08:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Crispy+Jul 4 2005, 12:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Crispy @ Jul 4 2005, 12:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Make sure at least that the eggs are clipped and placed properly to avoid stuck issues. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> most of the models within ns doesnt have a correct hitbox. many do have a centre hitbox thats just some units high. when sunk no model should block players. an exeption I found out about is the model of the resnozzle: no matter what you do, if you just place the model with cycler you will always end up with a hitbox as high as marine o_0 <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> The cycler always adds its' own hitbox (same size as a marine) instead of using the models', which is why you should normally avoid using cycler for models. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> thats not true. I used severall models via cycler in my map and the resnozzle had been the ONLY ONE with this error. what would YOU use to place models within a map anyway? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Actually, it is indeed true. The reason it might not be obvious in some models is because the hitbox is placed on the origin of the entity, which means that in some models it might be correct or it may appear below the model or whatever. I don't use models in my map, but if I were to, I'd use env_sprite with a modified FGD so it doesn't crash. env_sprite does not add any hitboxes at all, so you have to clip it manually, but it's better than cycler IMO. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Ah this is exactly what I was talking about when I said clip them properly. It's the same thing in DoD with tree, sandbag, tank, etc. models.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1573068:date=Nov 3 2006, 09:04 PM:name=bERt0r)--><div class='quotetop'>QUOTE(bERt0r @ Nov 3 2006, 09:04 PM) [snapback]1573068[/snapback]</div><div class='quotemain'><!--quotec--> Looks great! Only that machinery texture as floor... looks a bit out of place and overused in that spot <!--QuoteEnd--></div><!--QuoteEEnd-->
Ey that's not fair!!! My browser bugged out and then I had to go to work... I changed my internet subscription and the ISP *******s thought it would be cool to upload new software on my modem when I here... Nice surprise this "page could not be found" crap <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
Anyway the thing I don't like are the kind of overbright monitors oh and MS needs some white spots on the walls to make it less washed out (even though it does have something to it...)
And perhaps lighten the resnode at that hive a little. <a href="http://img.photobucket.com/albums/v650/DarkATi/hive1_2.jpg" target="_blank">http://img.photobucket.com/albums/v650/DarkATi/hive1_2.jpg</a>
The rest I like a lot. But I would still love to see some more light sources. To me it looks like you have light inside a room, but I'm not sure where some of it is comming from.
Ey you wanted comments. here ya go <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> btw Progress: 75% looking spiffy!
<a href="http://img.photobucket.com/albums/v650/DarkATi/fuelcellstorage.jpg" target="_blank">http://img.photobucket.com/albums/v650/Dar...cellstorage.jpg</a> <-- Those pipes look a little bit crazy!
<a href="http://img.photobucket.com/albums/v650/DarkATi/laserroom1.jpg" target="_blank">http://img.photobucket.com/albums/v650/Dar.../laserroom1.jpg</a> <-- That picture is awesome I love the lighting and use of texturing. Although HL1 water texture is a little outdated!
And as not to seem a total criticising gimp I absolutely love <a href="http://img.photobucket.com/albums/v650/DarkATi/complabs1.jpg" target="_blank">http://img.photobucket.com/albums/v650/DarkATi/complabs1.jpg</a> as the colours and shadowing work well <3
Comments
Yeah, I just posted that overview and minimap stuff to show you how far along I am. I still have ALOT to do. Each hive will have AT LEAST two entrances not including vents / weldables, etc.
~ DarkATi
~ DarkATi
~ DarkATi
I really think you have to find a way to clearly distinguish between the real eggs and the fake eggs. Something subtle will suffice, but players new to the map will either be really impressed or really PO'd (this probably depends on whether they're the Egg or the Marine!) with this Hive. Rendy put his Eggs on the walls so you know they're not real, you probably need to do the same.
If you don't intend to change it then the Hive will need a slight nerf at some point in time (it may be that the layout already accomodates this).
My suggestions would be something around the bottom of the Egg to show that it's dead inside or in deep hibernation. Logic begs the question, however, if they're in deep sleep, why don't they evolve and join the fight?
These eggs are the least of my troubles. I just ran around as an onos and found a bunch of doors that need to be raised, also, I'm working with a central marine start, which seems to be the mark of death for ns maps.
~ DarkATi
thats not what i meant, its just that imo that stationary unkillable eggs just dont fit there. ive seen eggs used like that before and it didnt look good, i dont think this is any better. if you want to create an "alive" atmosphere use the lighter green infestation textures, water, infestation on the roof (computer core style) and maybe fog. but not eggs.
keep them, its not to hard to figgure whitch ones are real and not
most of the models within ns doesnt have a correct hitbox. many do have a centre hitbox thats just some units high. when sunk no model should block players. an exeption I found out about is the model of the resnozzle: no matter what you do, if you just place the model with cycler you will always end up with a hitbox as high as marine o_0
to make the eggs translucent may be another possibility to mark the "dead" eggs.
most of the models within ns doesnt have a correct hitbox. many do have a centre hitbox thats just some units high. when sunk no model should block players. an exeption I found out about is the model of the resnozzle: no matter what you do, if you just place the model with cycler you will always end up with a hitbox as high as marine o_0 <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
The cycler always adds its' own hitbox (same size as a marine) instead of using the models', which is why you should normally avoid using cycler for models.
most of the models within ns doesnt have a correct hitbox. many do have a centre hitbox thats just some units high. when sunk no model should block players. an exeption I found out about is the model of the resnozzle: no matter what you do, if you just place the model with cycler you will always end up with a hitbox as high as marine o_0 <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
The cycler always adds its' own hitbox (same size as a marine) instead of using the models', which is why you should normally avoid using cycler for models. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
thats not true.
I used severall models via cycler in my map and the resnozzle had been the ONLY ONE with this error.
what would YOU use to place models within a map anyway?
most of the models within ns doesnt have a correct hitbox. many do have a centre hitbox thats just some units high. when sunk no model should block players. an exeption I found out about is the model of the resnozzle: no matter what you do, if you just place the model with cycler you will always end up with a hitbox as high as marine o_0 <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
The cycler always adds its' own hitbox (same size as a marine) instead of using the models', which is why you should normally avoid using cycler for models. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
thats not true.
I used severall models via cycler in my map and the resnozzle had been the ONLY ONE with this error.
what would YOU use to place models within a map anyway? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Actually, it is indeed true. The reason it might not be obvious in some models is because the hitbox is placed on the origin of the entity, which means that in some models it might be correct or it may appear below the model or whatever. I don't use models in my map, but if I were to, I'd use env_sprite with a modified FGD so it doesn't crash. env_sprite does not add any hitboxes at all, so you have to clip it manually, but it's better than cycler IMO.
most of the models within ns doesnt have a correct hitbox. many do have a centre hitbox thats just some units high. when sunk no model should block players. an exeption I found out about is the model of the resnozzle: no matter what you do, if you just place the model with cycler you will always end up with a hitbox as high as marine o_0 <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
The cycler always adds its' own hitbox (same size as a marine) instead of using the models', which is why you should normally avoid using cycler for models. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
thats not true.
I used severall models via cycler in my map and the resnozzle had been the ONLY ONE with this error.
what would YOU use to place models within a map anyway? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Actually, it is indeed true. The reason it might not be obvious in some models is because the hitbox is placed on the origin of the entity, which means that in some models it might be correct or it may appear below the model or whatever. I don't use models in my map, but if I were to, I'd use env_sprite with a modified FGD so it doesn't crash. env_sprite does not add any hitboxes at all, so you have to clip it manually, but it's better than cycler IMO. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Ah this is exactly what I was talking about when I said clip them properly. It's the same thing in DoD with tree, sandbag, tank, etc. models.
<img src="http://img.photobucket.com/albums/v650/DarkATi/marine_start1.jpg" border="0" alt="IPB Image" />
<img src="http://img.photobucket.com/albums/v650/DarkATi/laserroom1.jpg" border="0" alt="IPB Image" />
<img src="http://img.photobucket.com/albums/v650/DarkATi/hivewalkway.jpg" border="0" alt="IPB Image" />
<img src="http://img.photobucket.com/albums/v650/DarkATi/hive1_2.jpg" border="0" alt="IPB Image" />
<img src="http://img.photobucket.com/albums/v650/DarkATi/hive1.jpg" border="0" alt="IPB Image" />
<img src="http://img.photobucket.com/albums/v650/DarkATi/hive1hallway.jpg" border="0" alt="IPB Image" />
<img src="http://img.photobucket.com/albums/v650/DarkATi/hive2_2.jpg" border="0" alt="IPB Image" />
<img src="http://img.photobucket.com/albums/v650/DarkATi/hive2_1.jpg" border="0" alt="IPB Image" />
<img src="http://img.photobucket.com/albums/v650/DarkATi/hatcheryrelease2.jpg" border="0" alt="IPB Image" />
<img src="http://img.photobucket.com/albums/v650/DarkATi/hatcheryrelease.jpg" border="0" alt="IPB Image" />
<img src="http://img.photobucket.com/albums/v650/DarkATi/fuelcellstorage.jpg" border="0" alt="IPB Image" />
<img src="http://img.photobucket.com/albums/v650/DarkATi/eminence.jpg" border="0" alt="IPB Image" />
<img src="http://img.photobucket.com/albums/v650/DarkATi/elevshaft1.jpg" border="0" alt="IPB Image" />
<img src="http://img.photobucket.com/albums/v650/DarkATi/complabs1.jpg" border="0" alt="IPB Image" />
Only that machinery texture as floor... looks a bit out of place and overused in that spot
*shifty eyes*
~ DarkATi
Looks great!
Only that machinery texture as floor... looks a bit out of place and overused in that spot
<!--QuoteEnd--></div><!--QuoteEEnd-->
Ey that's not fair!!! My browser bugged out and then I had to go to work... I changed my internet subscription and the ISP *******s thought it would be cool to upload new software on my modem when I here... Nice surprise this "page could not be found" crap <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
Anyway the thing I don't like are the kind of overbright monitors oh and MS needs some white spots on the walls to make it less washed out (even though it does have something to it...)
And perhaps lighten the resnode at that hive a little.
<a href="http://img.photobucket.com/albums/v650/DarkATi/hive1_2.jpg" target="_blank">http://img.photobucket.com/albums/v650/DarkATi/hive1_2.jpg</a>
The rest I like a lot. But I would still love to see some more light sources. To me it looks like you have light inside a room, but I'm not sure where some of it is comming from.
Ey you wanted comments. here ya go <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> btw Progress: 75% looking spiffy!
<a href="http://img.photobucket.com/albums/v650/DarkATi/laserroom1.jpg" target="_blank">http://img.photobucket.com/albums/v650/Dar.../laserroom1.jpg</a> <-- That picture is awesome I love the lighting and use of texturing. Although HL1 water texture is a little outdated!
And as not to seem a total criticising gimp I absolutely love <a href="http://img.photobucket.com/albums/v650/DarkATi/complabs1.jpg" target="_blank">http://img.photobucket.com/albums/v650/DarkATi/complabs1.jpg</a> as the colours and shadowing work well <3
~ DarkATi
<img src="http://img.photobucket.com/albums/v650/DarkATi/newhallway.gif" border="0" alt="IPB Image" />
Cheers,
~ DarkATi
<img src="http://img.photobucket.com/albums/v650/DarkATi/newhallway.gif" border="0" alt="IPB Image" />
Cheers,
~ DarkATi <!--QuoteEnd--></div><!--QuoteEEnd-->
Looks fantastic..like the gif image too <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Looks fantastic..like the gif image too <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, that flashing light adds something, so I thought I'd represent the area well in picture form.
Cheers,
~ DarkATi