I like the lighting, and the overall map, but a lot of the rooms/hallways feel like a storage closet, really cramped <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
(btw, are those my LMG crosshairs? Someone actually uses them! Someone actually uses them! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->)
To be 100% honest and very "thursday-ish"... You are trying TOO hard, I believe, to make it look detailed. Some areas are just a mess - there is just too much happening in some shots for me to figure out what is happening.
Some of the areas look a little bit mangled by your brushwork. This can be easily fixed so don't dispair.
I wont leave you wondering what pictures exactly.. I'll show them here and explain:
<img src='http://www.unknownworlds.com/forums/uploads//post-4-1097121242.jpg' border='0' alt='user posted image' /> <b>It just looks confused. When I first spotted this pick I thought the roof was caving in on that corridor. Then I looked closer and noticed that it was "built" that way. Either your texture choice or your brushwork has to change..one or the other</b>
<img src='http://www.unknownworlds.com/forums/uploads//post-4-1097121358.jpg' border='0' alt='user posted image' /> <b>You just don't need those knobby bits on the arch way. That, or they need to be reshaped to fit the archway style a bit better. I think that is one of the main issues I have with your map. There are many different stylistic approaches you are taking but none of them seem to be in line with the others. I think that's an experience thing </b>
<img src='http://www.unknownworlds.com/forums/uploads//post-4-1099045038.jpg' border='0' alt='user posted image' /> <b> Holy confusion batman! The lights on the ladder might be ok if you "fit" them to the horizontal width. I'm slowly putting my finger on overall problems with your mapping - a lot of areas don't seem to be "completed" (if that's the right word to describe it). For example, in this pic, I would have put something at the end of the higher bit of floor because it just sort-of drops off and looks very blocky. (btw, I'm trying really hard to describe what I mean - but it's probably not coming out right). Also in this pic, I would make the handrail thinner and probably use a func_wall with one of the hand rail textures - looks heaps nicer than a normal brushed handrail. Those couple of things - this is one of my favorites pics that you posted. It's one of the only pics that doesn't look 'undetailed' but not 'over-detailed' either.</b>
in this view the pipes look liking cut the hallway and te hallway doesnt will hold well the roof or the pipes will smash. thre d are the pipes cuting. the gren are the wierd hall way and the blue are the missing aligment try hold alt and clik that brush to align
<!--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--> so i will use
Comments
(btw, are those my LMG crosshairs? Someone actually uses them! Someone actually uses them! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->)
Some of the areas look a little bit mangled by your brushwork. This can be easily fixed so don't dispair.
I wont leave you wondering what pictures exactly.. I'll show them here and explain:
<img src='http://www.unknownworlds.com/forums/uploads//post-4-1097121242.jpg' border='0' alt='user posted image' />
<b>It just looks confused. When I first spotted this pick I thought the roof was caving in on that corridor. Then I looked closer and noticed that it was "built" that way. Either your texture choice or your brushwork has to change..one or the other</b>
<img src='http://www.unknownworlds.com/forums/uploads//post-4-1097121358.jpg' border='0' alt='user posted image' />
<b>You just don't need those knobby bits on the arch way. That, or they need to be reshaped to fit the archway style a bit better. I think that is one of the main issues I have with your map. There are many different stylistic approaches you are taking but none of them seem to be in line with the others. I think that's an experience thing </b>
<img src='http://www.unknownworlds.com/forums/uploads//post-4-1099045038.jpg' border='0' alt='user posted image' />
<b> Holy confusion batman! The lights on the ladder might be ok if you "fit" them to the horizontal width. I'm slowly putting my finger on overall problems with your mapping - a lot of areas don't seem to be "completed" (if that's the right word to describe it). For example, in this pic, I would have put something at the end of the higher bit of floor because it just sort-of drops off and looks very blocky. (btw, I'm trying really hard to describe what I mean - but it's probably not coming out right). Also in this pic, I would make the handrail thinner and probably use a func_wall with one of the hand rail textures - looks heaps nicer than a normal brushed handrail. Those couple of things - this is one of my favorites pics that you posted. It's one of the only pics that doesn't look 'undetailed' but not 'over-detailed' either.</b>
Hope this helps. Don't take anything personally.
~Hanz
the gren are the wierd hall way and the blue are the missing aligment try hold alt and clik that brush to align