Give the floors some height variation. For example the 1st picture could have a lower stepped floor on the left under the armoury, maybe with a different texture? (Please)
EDIT: @New pic. Yeah that looks OK but I can't really tell if the lights underneath are visible enough without seeing it in-game. Your call.
Edited my comment in response to the next post's WHAT DO YOU MEAN?
Your call means you'll have to decide if they're enough or if they need a texture that shows more of the lights below.
The A is the armoury. I think that a simple step down to where the armoury is would help to make the floor less boring. You could also play around with the trim shapes and textures if it needed more tweakage, maybe even add in a light·texture·trim...
Much better. I like the new stepdown with different floor texture. I like the raised walkway down the middle. But I still think the celing is lacking something. Can you maybe make a few changes to the brush you have on the ceiling.
eg: - Change the shape but keep the texture. - Elongate it slightly towards the camara. - Make it thinner. - Make it come down more.
This way it's more pronounced and also provides great skulk cover. We'll see how the shadows are around it...
I disagree.. I actually like the floor at first as it was, but I like what he's done.. But I don't ahve to disagree with you on the ceiling Kobayashi, I like it as is. If you change it, it would just be like everyone's map (considering most peopel do the same type of ceiling variation..)
Comments
EDIT: @New pic. Yeah that looks OK but I can't really tell if the lights underneath are visible enough without seeing it in-game. Your call.
Edited my comment in response to the next post's WHAT DO YOU MEAN?
Your call means you'll have to decide if they're enough or if they need a texture that shows more of the lights below.
(funny voice)
im lost by that statement
in response to you
i understood that i ment what do you mean add a step higher
_A_,------
The A is the armoury. I think that a simple step down to where the armoury is would help to make the floor less boring. You could also play around with the trim shapes and textures if it needed more tweakage, maybe even add in a light·texture·trim...
<img src='http://samejima.thezazi.net/images/maps/co_mabase/12.gif' border='0' alt='user posted image' />
<img src='http://samejima.thezazi.net/images/maps/co_mabase/13.gif' border='0' alt='user posted image' />
Comments please.
eg:
- Change the shape but keep the texture.
- Elongate it slightly towards the camara.
- Make it thinner.
- Make it come down more.
This way it's more pronounced and also provides great skulk cover. We'll see how the shadows are around it...
<img src='http://samejima.thezazi.net/images/maps/co_mabase/15.gif' border='0' alt='user posted image' />
<img src='http://samejima.thezazi.net/images/maps/co_mabase/16.gif' border='0' alt='user posted image' />
What's the layout?
Also you should try and make the alien infested parts of the map have complicated structure design, in that the bacteria deforms the landscape...
Something like that, will give it varition and playability
secret
and for the alien infestation dont know how well you can see this but
<img src='http://samejima.thezazi.net/images/maps/co_mabase/o1.gif' border='0' alt='user posted image' />
Keep up the good work!