Ns_breakdown hanger(teaser ss)
InZaneFleaArmy
Join Date: 2002-01-24 Member: 18Members
Here's a teaser of the hanger (marine spawn). You just gotta love those columns...
Comments
1:4 walls
2:catwalk
3:pillars
4:3 pillars with lights.
Thats what is in the pic. I am now working on the Dropship, and then I will finish with the lighting, the doors, and a few extra details.
I have the dropship almost completed, I still need to add a few details. TGhe thing sticking out of the wall would happen to be the door from the dropship. At the beginning, it states that the marines have just blown off the door, and are walking into the hanger.
The hangar is a cube with a blocky, untextured ship in the middle, surrounded by a border-less, rail-less catwalk with no realistic means of suspension.
The way the 'door' from the ship is sticking into the wall, which, despite the physical impossibilities, is poorly conveyed (needs dust, rubble, smoke, crumpled metal, etc).
You are going to need to make or find custom textures for the ship. It won't look like anything but a block with generic textures on it until you do.
Sorry if this comes off as harsh, but it's truth, and I find that the best way to improve is to admit mistakes and shortcomings, and keep at it.
I know you have good ideas for a map, but you need to work on the technical and artistic aspects of mapping. Put polygons to their best use, don't waste them on big empty rooms. Design brushwork that makes use of all 3 dimensions, like arched ceilings, angled walls, and sloping floors, but don't go overboard with wacky shapes. Use textures that work well together and convey similar themes. Concentrate more on dramatic/contrasty lighting.
But most importantly, don't give up. Keep us posted with your changes and improvements, and be receptive to criticism and suggestions.