What Do U Think Of This Hall?
tech
Join Date: 2002-04-08 Member: 391Members
<div class="IPBDescription">?</div> tell me what u think!
Comments
I think the detailing is good, if not a bit repetative. Creating a bit of variation or alternation in your wall and ceiling geometry might help there.
Overall, the lighting does seem a bit on the dark side, and could use more contrast. If you are using the env_gamma, and are not sure how to adjust your screenshots to compensate for this brightness, check out the Mapping FAQs sticky post at the top of this forum for a PS formula. If you <i>aren't</i> using the entity, it really is recommended, as it adds a ton in terms of visual vibrancy to the level (though the lighting may need to be tweaked a bit, depending on your settings).
Also, in the second shot there, the lightning texture might look better if set to a func_wall (or something), with a rendermode of Additive, and renderamount of 255, with a dimly backlit panel behind it. :)
Looks like you're off to a great start!
Just turn off every 3rd light, and make another 3rd flickering or simular.
Add some "random spots of dirrefent color" at rare places.
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oh yeah, just noticed the grating on the floor.... just my two cents but the rust has been used a bit much, and the grating in one of the hallways is far too big.... it's that way on a couple included maps as well but i keep thinking that marines are going to trip and fall into the grates anyhow.
so skulks won't have a problem!
other then that <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->sweet work<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
amckern
pic 1
for the first hallway take off the top white lights on the pillars and try to make the glass darker. i think that line of blue lights could look really sweet if you made the cieling darker. and it seems thats the best way to do it
pic2
i think the entrance may be to small and boring but that really isnt a good picture of it. it would also be nice if you gave the lightning panels some kind of shape. maybe lower the cieling a little.
pic3
more detail on the cieling, like wires and pipes. change the grate textures for sure. i dont like that line texture on the walls facing the shot. for the sides only put lights on the top and bottom not all the way around. that might make more contrast.
pic4 and 5
very nice. very nice.
thats my two cents but add some more places for skulks
Open space underneath the floor grating for skulks?
I love this! Imagine seeing tons of skulks under your feet, knowing you can't fire.... that is going to be a big "Pro" in your map.
or in other words...
/me likes.
Does every space station need to be old and forgotten?
I like it when everything just functions like it should. =P
no its not f@gg
Id like to see your non-dull map
and tech it looks just aweomse GJ
- I can only appreciate people who have the time and patience to work on so many details on maps.
*clap* *clap* *clap*
Your map looks really nice! It has a uniqe arcitecture, but there is something I want to point out:
Maybe use some overlay textures for the light's? It looks pretty strange as the way It's now.. Also the scaling of the lamps seems strange. Maybe scaling them down to the half hight?
Also as Ken said, you really should try out the env_gamma.