Ns_none redone
InZaneFleaArmy
Join Date: 2002-01-24 Member: 18Members
<div class="IPBDescription">Woah...where'd i pull this out of.</div>Amazingly amazing for me. 1st shot is a shot of the hall to the CC. 2nd is just down the hall towards where the Marine spawn will be.
Comments
I think the biggest thing here is that you need to mix up the color a bit. Not too much, but try adding some white accents here and there, and I think it will add quite a bit to the atmosphere.
Another thing, I would suggest finding a theme you like for your map, and sticking with it. If you keep changing it, you'll never be able to finish. Or is this the same map as before.... with the sign, etc?
BTW, just curious, what does ns_none stand for? <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
<!--EDIT|ken20banks|Mar. 15 2002,23:14-->
Hmmm... things to add... <i>Maybe</i> some computers on the walls would be nice, maybe not. You might also want to try some thicker and deeper supports running along the walls. Or possibly some windows looking outside?
Keep at it, I realy like the colour the lights are casting! fantastic. I think you could inprove the light placment though - make it more even, and try to break the walls up with some doors/bulkheads/cool looking things with no real perpuse.
The lighting looks kinda strange but it fits with what i imagined the map would look like from the layout. It shouts 'underground'.
Maybe add some roof supports or some pillars to break up the space. and break up the wall texture a bit more, it looks a bit monotonous.
i think that this, combined with your nifty walls, would provide some interesting geometry and allow you to use the same theme for quite a large area without it becoming monotonous