Marine Spawn

Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
edited July 2003 in Mapping Forum
<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

Comments

  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    edited July 2003
    looking out from inside the marine spawn.
    Above the pillars are some great places for skulks to hide.
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    looking into the marine spawn. Note that i no longer have those skimpy little doors there.
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    I'll probably also end up redoing that big cargo transer room, again, with a totally different layout.
  • PapercutPapercut Join Date: 2003-01-23 Member: 12656Members
    How about those monitors giving off some light?

    It really adds to the atmosphere.
  • PapercutPapercut Join Date: 2003-01-23 Member: 12656Members
    How about those monitors giving off some light?

    It really adds to the atmosphere.
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    i did, but it didn't work for some reason, so ill fix it.
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    edited July 2003
    added lights from the computers, as well as some red ones on the ceiling. I also added a new CC area, which will eventually house the second entrance the the MS.


    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-->
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    edited July 2003
    New CC area is on the right.
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    looking down into the RT area from the CC area.
  • KazaQKazaQ Join Date: 2003-06-24 Member: 17667Members
    edited July 2003
    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo--> <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo--> <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo--> way to many cool smileys


    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.
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    So far it looks good but:
    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!
  • ObliteraterObliterater Join Date: 2002-11-22 Member: 9652Members
    edited July 2003
    It needs some stuff on the walls. Little support things or sharp things sticking out or pipes, maby, but they need something.

    Edit: Floors could use a little bit of detail also.
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    thx for the input guys, ill add more details (if possible) once i get the rest of the map finished.
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