Update On....
Some_tall_guy
Join Date: 2002-08-12 Member: 1139Members
<div class="IPBDescription">that room i showed you last time :P</div> I think its lookin pretty good, constructive critisism wanted
If you cant tell theres a cycler lerk on top of that crate, kinda hard to see (anyone know how to make it more visible?)
If you cant tell theres a cycler lerk on top of that crate, kinda hard to see (anyone know how to make it more visible?)
Comments
Inside one of the blast doors (the broken one)
behind the crates with the lerk on it in pic #1
that dark room is just the infested room shown a couple pics up, its just got a flourescent flicker light in it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
the darkness I don't think is a problem, if you make some areas of the place brighter (light_spot) it should make that room look nice.
how'd you get the skulk sideways on the wall? or is that a top-down picture?
also, the infestation spikey things above the doors can probably be done by using func_illusionaries, this will improve fps, I guess.
ya... dont want any rumours going around
im also still working on some of the lighting, gonna add some lights hanging from the ceiling to make it brighter (which might just solve my problem to not being able to see the cycler lerk on the crate)
and the spiky infestation things are func_walls
!emoswa
:noitalsnart
omg! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
awsome!
translation:
... heh.
.heh ...
(I mean like the infestation netting in hera's vent hive, etc)
Also, if this room is going to be a ready room, you may want to consider lowering the bottom half of the open door, again this is an issue of player movment. The current position would make it hard for more then one person to pass though at the same time easily i think.
other then that, great brush work <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
But as an Alien, I like this. It looks close enough for marines to have a chance, yet enough stuff cluttered around for Aliens to ambush from etc.
Keep it up man, good luck <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
as I'm typing i have one little question... too small to make a new topic: How do you make that water dropping down in some maps?
<a href='http://pstutorial.tripod.com/' target='_blank'>Particle System Guide</a>
They used a drop sprite and checked the 'use world gravity' flag in the particle entity. I think in 1.1 the different rendermodes will also work. Additive white becomes boring after some time.