Marine Spawn
Some_tall_guy1
Join Date: 2003-05-22 Member: 16601Members
<div class="IPBDescription">you know the drill</div> first pic, the inside of the marine spawn
sorry about the big pix, all pics after these 3 will be smaller
sorry about the big pix, all pics after these 3 will be smaller
Comments
Above the pillars are some great places for skulks to hide.
It really adds to the atmosphere.
It really adds to the atmosphere.
PRETTY COLOURS..... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Looking at the cc pic Adjust those textures in the left corner on that wall... IT looks thrown togethr to me. (the texture allignmentthat is)
Also your monitors are too flat. If you make a large panel of monitors like that add come sticking out. Like one monitor jutting out another in and so on. Not boreing and flat.
Your roof is sexy with all those curves. But, Its a bit to high for such a big room. Lower it down to the ground more. See what it looks liek 186 and 128 units above the ground. ( i odnt know how many you have now but its far to high) When the rof is too high Its basicly a marine advantage. The skulks can hide as well or get away fast enough. With the wide walled rooms you should lowwer the roof and the thin ones can aford to be raised.
I just cant get over how well tat ceiling flows together I'm so useing your idea on that somewhere in one of my maps.
In the marine start the corner of the walls are too pointy.
Were the floor height changes use a different texture(hazard stripe maybe!!)
I agree with KazaQ the monitors are too flat.
And maybe do something with the cc area...raise the floor or something it just seems too flat!
Edit: Floors could use a little bit of detail also.