Ready room screenshots(new)
InZaneFleaArmy
Join Date: 2002-01-24 Member: 18Members
<div class="IPBDescription">The hanger is being evil</div>Well...Considering the hanger is suddenly 10x brighter, even tho I made it less bright (No leaks....Heh), I've decided to post the two long awaited(Ya right...) Screenshots from the Spectator Join.
Comments
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I sometimes get carried away like that...like you'll see in my hanger shots, they're freaking amazing. I'll show ya when I can.
Anyway, I personally don't think the monitors are too big... what's wrong with huge monitors? There is nothing that states that all monitors in NS must be this size or that. And if there was such a set of guidlines (for object sizes, or whatever) all it would do is restrict creativity.
As for as map criticism goes:
I would work on the lighting a bit, especially in the monitor room. That room could also use a bit more architectural detail. Also, as mentioned by Greedo, it should be a little more obvious that you need to walk into the monitors to spectate.
Well it's like this, the monitors itself aren't too big, it's just they're to big for thsi wall, I don't like them touching the floor like that. They would look great on a big wall, make that wall a big higher and wider, leave some more space between the monitors and place them higher, laso i don't really like the textures on them, but as i said before i'm not a mapper, but sometimes you have to rely on people who aren't 2 much involved with it to get usefull feedback, and besides thsi is how i feel about it, someone else might feel completely different about it.......ok just ignore me!
Also, Interfector, on the part about you not being a "mapper"... It doesn't matter if you are a mapper or not for your opinion to count in level design. Good advice is good advice... whether you can create pretty rooms in worldcraft or not. There is so much more to level design than fancy brushwork, and I think that you personally have a much better concept of what makes a good level than a majority of the so called "level designers" in this (Half-Life) communtiy.
So I do agree with you there... the most helpful feedback in artistic work is usually from the ones not too deeply involved in the field (be it level design, or anything else), since individuals become so wrapped up and obsessed with their own work, they start to believe that anything else other than their way is the wrong way. Everyone is different, artistically.
(BTW, this random rant was not aimed at anyone in this communtiy in particular... so no one take offence. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> Just needed to get it off my chest. )