Marine Spawn
Some_tall_guy1
Join Date: 2003-05-22 Member: 16601Members
<div class="IPBDescription">please give constructive critisism</div> All right, I got the marine spawn just about done for my map that I've been forced to restart due to hardware problems and I want you guys to tell me what you think of the lighting/atmosphere/texturing/architecture
also sorry about the darkness, they arent gamma corrected, just turn off your lights and look at the pic for about 5 seconds and your eyes shold adjust <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> its not this dark ingame
first pic: this is on the elevated half of the ms, the cc is just in the dark area on the left and the lower area is on the left by the big door.
also sorry about the darkness, they arent gamma corrected, just turn off your lights and look at the pic for about 5 seconds and your eyes shold adjust <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> its not this dark ingame
first pic: this is on the elevated half of the ms, the cc is just in the dark area on the left and the lower area is on the left by the big door.
Comments
That said, it's always nice to try something new and original. If you don't feel like adding lots of computers and turning your marine spawn into a control room, you might want to consider adding some light stands and other portable-looking equipment, like on BAST. This makes it look like the TSA has moved in and made the area their base of operations, even before the first structure is built.
You might consider brightening the exisiting lights or adding a few spotlights, and maybe using some cleaner metal textures. If your marine spawn is relatively bright, clean and friendly, it makes the kharra areas seem that much more threatening. I remember playing an early build of 11th Hour. The whole map was dark and gritty, sometimes to the point where you couldn't see what you were doing, and the marine spawn was pretty much a little window-box set into one wall. The ENTIRE map was dark and clostrophobic, which might sound like a good idea, but believe me, it's not. It made the map forboding and chaotic, but in a bad way. The new 11th Hour has a large marine start in a control room, with a digital clock and everything. Much better atmosphere, IMHO.
Err, anyway, yeah. My suggestions are to add some controls or an airlock, make it a bit bigger so the marines have more time to shoot when skulks come around the corner, brighten it up, and make it seem "safer." Pretty much make it more like the Marine starts in official NS maps. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
anyway, ignore the yellow dots around the chairs, heres an update