Wip: Ns_tigra
MrRadicalEd
Turrent Master Join Date: 2004-08-13 Member: 30601Members
<div class="IPBDescription">screens of preliminary compile</div> I jumped right in to something new after learning many leasons with Flint. I have enough of the map compiled to show some screens of my progress on this new project
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Marine start<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
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"Fork in the road" from marine start<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
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Another "fork in the road" from marine start<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
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Main halls from marine start. They include a vent way(center bulge from ceiling) for alien use.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
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A room with the marine's first resource node. I didn't get the lighting at first go, but I'll sure get the second time<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
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Marine start<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
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"Fork in the road" from marine start<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
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Another "fork in the road" from marine start<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
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Main halls from marine start. They include a vent way(center bulge from ceiling) for alien use.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
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A room with the marine's first resource node. I didn't get the lighting at first go, but I'll sure get the second time<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Comments
looks good, but as my friend said, you need more variation in lighting. it's <i>really</i> bland at the moment. put little spots of color around and larger pockets of colored lighting in alcoves and such. also, some of the brushwork looks very rudimentary. put some more detail into it and make it look less boxy (particularly those machines with the yellow texture)
edit: looks like it's a common sentiment...that said I think it's also lacking in ... stuff. seems like there are precious few places to ambush from with mr. skulk.
however, the architecture is nice! me likes! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
I disagree, I like the wy he's done marine start; from what we see in the one picture. (other than the need for more diverse lighting.)
I think it doesnt need removing, just improving - a more detailed texture on it, the rail looks too bland and...lego-like...at the moment.
agreed
I think it doesnt need removing, just improving - a more detailed texture on it, the rail looks too bland and...lego-like...at the moment. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Sorry, I was a bit vague, I like the look of the ms, but I do have to agree with Kobayashi on the railing, It's too plain.
Hall lighting brightness increased. MS room now has "light butter" colored accent lights from the upper wall trim/ceiling angled down. The "gen room"(with those yellow things) is darker now and sports red accent lights on parts of the walls and behind the silver pipes. I also included lights on the stairs in there(not seen in picture) like in the Hera ready room almost.
and Belgarion, I have no idea who Sir_Pepe is <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->