Tell Me What You Think?
Some_tall_guy
Join Date: 2002-08-12 Member: 1139Members
<div class="IPBDescription">constructive critisism please</div> heres a pic of a room that i like...... errrr.... ya. tell me if you like and where i could improve
ps: I FINALLY FOUND OUT HOW TO POST IMAGES ON THESE FORUMS *EVIL LAUGHTER*
ps: I FINALLY FOUND OUT HOW TO POST IMAGES ON THESE FORUMS *EVIL LAUGHTER*
Comments
Right now, the main thing I'd focus on improving there would be the geometry and structure of the room itself. Maybe see if you can get some more variation or angles in the walls and ceiling or something there. Also might want to look into breaking up the lighting a bit with different colored pools of contrasting light somewhere in the red.
Good luck with it!
how do you think it would look with some kind of supportive structure holding up that big pipe going across the ceiling?
I recommand you put a small white spotlight shining down in fromnt of the doorway to cover up the light leaking trough the closed door.
If the pipe on the ceiling was full I expect it would be quite heavy, it looks like it needs something to support it. Try adding some bracing every 256 units or so.
Finally, please add door frames. It really adds to the feel of a room having proper frames around the doorways, instead of the carved out rectangle look.
I've added supports for the pipe, I've added spaces between the red lights, i've added some grating that encase some wires on the wall, I've changed the pipes under the floor in the middle to water (not too noticeable in this pic) i've added borders around the doors but im not too sure how to change stuff in the lights.rad file, any help on that would be good
To edit your lights.rad file, open it with a texteditor like wordpad (perhaps after backing it up).
You'll now see names of textures with 4 values behind them like:
redlight 240 20 20 500
The first three values are the Red Green Blue values familiar in windows. I'm sure you'll also get these when picking the color for a light entity (I know for QuArK you do).
The last value is the brightness. Increase to make brighter, decrease to make darker.
Note that the same values apply to all textures of that name in your level.
Aye, but you have to admit that these are some fine looking crates. Apart from the fact that they somehow seem to "float".
Note that there is also a comand line option for RAD to disable all opaque flags for test compiles.
maybe some pipes or somthing in the celing , somthing fore the skulk to hide behind <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
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You got two of the best mappers ever, Mr Ken Banks and Chrome to give advice, I can't wait to see more screenies if you have them.
It has some contrast missing, add fruits.
Next summer I'll start another ns map, I might try and recreate what I had done for this map but with better architecture, lighting, and everything else as my mapping skills have improved dramatically since I made this.
I cant really make a comment on a box .... in a room
sorry! <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Does look good though.
Well I think teh Onos can get stuck behind the crates. Also what about moving the crates into strategical positions for some more scary athnosphere?