Co_eventhorizon

MADMEEMADMEE Join Date: 2004-07-23 Member: 30059Members
edited October 2004 in Mapping Forum
<div class="IPBDescription">based on film</div> EDIT: forgot to say: WORK IN PROGRESS

Ok, so here it is build 1, and as the name suggests its based on the film event horizon.

The idea was given to me by a friend and i mapped it. i watched the film, took screenshots for reference and built the map around what i had.

As some may remember a little while ago i posted about the size of co maps. This is the map in question.

This is the first release and i have already noticed somethings that need to be changed or fixed. Due to these problems i wont be giving this map to any servers and i will be doing another compile in the next couple of days.

There are several areas in which i would like your feedback.

Lighting - Too dark? i want a dark map as the film was quite dark yet i dont want it to dark, and i know that lighting levels vary a lot as nice settings for my comp were far to dark for two of my friends.

Size - Too Big? as i just mentioned i was having concerns about the time it takes to get from the CC to the hive. In the thread i posted before people suggested that a big map maybe good and good for the larger servers.

Clipping - i havent had a chance to test onos clipping yet which i know can be problematic at strange areas. if you find any of these areas please inform me (preferably with a screenshot).


Download <a href='http://www.madmee.eclipse.co.uk/co_eventhorizon_a23.zip' target='_blank'>here</a>

WARNING: YOU DO NOT FALL INTO THE VOID WHEN JOINING MARINES.
this is a vis error that has occured which did not occur in other versions.
when you fall down you will join marines (if possible)
The alien join has the same kind of effect if you were wondering.
(That problem is the main reasion i dont want this version on public servers)

ok now for some screen shots.

(NOTE: please dont judge this map on the Ready Room. it was made quickly and is very basic)

The Marine Start:

<img src='http://www.madmee.eclipse.co.uk/preview/eventhorizon/co_eventhorizon_a230031.jpg' border='0' alt='user posted image' />

<img src='http://www.madmee.eclipse.co.uk/preview/eventhorizon/co_eventhorizon_a230019.jpg' border='0' alt='user posted image' />

<img src='http://www.madmee.eclipse.co.uk/preview/eventhorizon/co_eventhorizon_a230020.jpg' border='0' alt='user posted image' />

What i call the 'Dark Corridor'

<img src='http://www.madmee.eclipse.co.uk/preview/eventhorizon/co_eventhorizon_a230023.jpg' border='0' alt='user posted image' />

The 'Round Room'

<img src='http://www.madmee.eclipse.co.uk/preview/eventhorizon/co_eventhorizon_a230024.jpg' border='0' alt='user posted image' />

<img src='http://www.madmee.eclipse.co.uk/preview/eventhorizon/co_eventhorizon_a230025.jpg' border='0' alt='user posted image' />

<img src='http://www.madmee.eclipse.co.uk/preview/eventhorizon/co_eventhorizon_a230026.jpg' border='0' alt='user posted image' />

<img src='http://www.madmee.eclipse.co.uk/preview/eventhorizon/co_eventhorizon_a230027.jpg' border='0' alt='user posted image' />

'Sick Bay'

<img src='http://www.madmee.eclipse.co.uk/preview/eventhorizon/co_eventhorizon_a230028.jpg' border='0' alt='user posted image' />

<img src='http://www.madmee.eclipse.co.uk/preview/eventhorizon/co_eventhorizon_a230029.jpg' border='0' alt='user posted image' />

Entering the 'Core'

<img src='http://www.madmee.eclipse.co.uk/preview/eventhorizon/co_eventhorizon_a230002.jpg' border='0' alt='user posted image' />

<img src='http://www.madmee.eclipse.co.uk/preview/eventhorizon/co_eventhorizon_a230003.jpg' border='0' alt='user posted image' />

<img src='http://www.madmee.eclipse.co.uk/preview/eventhorizon/co_eventhorizon_a230004.jpg' border='0' alt='user posted image' />

<img src='http://www.madmee.eclipse.co.uk/preview/eventhorizon/co_eventhorizon_a230012.jpg' border='0' alt='user posted image' />

Nearing the Hive

<img src='http://www.madmee.eclipse.co.uk/preview/eventhorizon/co_eventhorizon_a230005.jpg' border='0' alt='user posted image' />

<img src='http://www.madmee.eclipse.co.uk/preview/eventhorizon/co_eventhorizon_a230006.jpg' border='0' alt='user posted image' />

The Hive

<img src='http://www.madmee.eclipse.co.uk/preview/eventhorizon/co_eventhorizon_a230008.jpg' border='0' alt='user posted image' />

The 'Main Shaft'

<img src='http://www.madmee.eclipse.co.uk/preview/eventhorizon/co_eventhorizon_a230017.jpg' border='0' alt='user posted image' />
And other parts:

<img src='http://www.madmee.eclipse.co.uk/preview/eventhorizon/co_eventhorizon_a230000.jpg' border='0' alt='user posted image' />

<img src='http://www.madmee.eclipse.co.uk/preview/eventhorizon/co_eventhorizon_a230010.jpg' border='0' alt='user posted image' />

and 2 more found <a href='http://www.madmee.eclipse.co.uk/preview/eventhorizon/co_eventhorizon_a230016.jpg' target='_blank'>here</a> and <a href='http://www.madmee.eclipse.co.uk/preview/eventhorizon/co_eventhorizon_a230014.jpg' target='_blank'>here</a> as forums wont let me link any more <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->

Comments

  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    Looks pretty nice... textures could be aligned better though. It's really a weird, but good, style you have there.
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    My main problem is the lighting it's very bland (sticking to mainly one colour per shot) and very dark.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    Can hardly see anything. Way too dark imo. Is that sphere thingy actually rotating?

    Your host is slow as hell btw <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • frostymoosefrostymoose Join Date: 2003-09-12 Member: 20799Members
    looks a lot like in the movie! that movie scared the crap out of me when I saw it many years ago. well done, but unfortunately the textures are pretty repetitive and the lighting isn't much to write home about <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • MADMEEMADMEE Join Date: 2004-07-23 Member: 30059Members
    edited October 2004
    well you gota remeber iv tried to base it as much on the film as possible... the film wasnt all nice and bright with colorful lights. However there are blue and red lights around the place... and there is a really cool green place that i havent shown <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> (if you can remember the film then you may be able to know what it is.

    Also the 'windows' you see around the CC arent just wndows... they have an effect too <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->

    And yes the thing in the center of the core does rotate, and again if you can remeber the film then you may remeber another big rotating thing, which is also in the map

    Edit: oh and of course all screenies are a bit darker then in game do to the gamma ramp and usual dark screenshot problems
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    edited October 2004
    The problem is we don't have to play the movie, for people to want to play your map its gotta be decently playable. You've gotta balance relation to movie with playability, and lighting comes into playability.

    Also was it really necassary to post 20 shots? =]
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    It's way too dark. When watching the film, I don't have to strain my eyes to pick up rudimentary details.
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    Here's a way to fix the darkness:

    Add weldable lights! Lights that increase the lighting by around 50%, which will still keep it dark UNTIL it's welded!
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    Here's a better idea: add Sam Neill with a gory face screaming "WHERE WE'RE GOING, WE WON'T NEED EYES TO SEE!"
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    <!--QuoteBegin-BulletHead+Oct 18 2004, 12:36 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BulletHead @ Oct 18 2004, 12:36 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Here's a way to fix the darkness:

    Add weldable lights! Lights that increase the lighting by around 50%, which will still keep it dark UNTIL it's welded! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    To be honest thats such a poor idea, lighting shouldn't be a hinderence but more of a enhancer of the map.
  • theclamtheclam Join Date: 2004-08-01 Member: 30290Members
    edited October 2004
    I like it, it has a unique style.

    A few caveats. Some of your screenshots look really nice (round room, the main shaft, nearing the hive). However, some areas (entering the core, the core, sick bay) just don't look right. The geometry almost looks like a siege map in places. The problem would be alieviated a little if you had some more texture variety. Using the same texture for the wall, ceiling, and floor (entering the core), just looks like crap. The bright purple pillars in sick bay just look out of place; half of the pillar is dark brick, and the other half is bright purple brick; I would use a texture that fits better with the rest of the room. I would add some hiding spaces in the core to break up the big solid textures. Hiding spaces would also make that room a lot easier to fight in as an alien. Also, add some more lights. Maybe it's just your gamma/brightness settings, but it looks really really dark. If you look at most of the official co_ maps, they are fairly bright and easy to see in.
  • LikuLiku I, am the Somberlain. Join Date: 2003-01-10 Member: 12128Members
    <!--QuoteBegin-MADMEE+Oct 17 2004, 03:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MADMEE @ Oct 17 2004, 03:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> and there is a really cool green place that i havent shown <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> (if you can remember the film then you may be able to know what it is. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Would that be the control room?

    I loved the movie, and this map looks incredibly bad-****. But LunixMonster wouldn't have it in it's server rotation, and considering it's the only server I play on, well, there's no point in me downloading this map. Awesome work though.
  • MADMEEMADMEE Join Date: 2004-07-23 Member: 30059Members
    edited October 2004
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->"WHERE WE'RE GOING, WE WON'T NEED EYES TO SEE!" <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    lmao

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Also was it really necassary to post 20 shots? =] <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    yes. yes it was. its quite a big map and there are still areas i havent shown. either because they are unfinished or wanted to keep them a surprise... and i like pics

    About the Light - Ok, well it seems as if you all think its too dark. No problem ill ajust the lighting for the next build. i just hope it doesnt ruin the feel.


    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The geometry almost looks like a siege map in places<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Dont quite understand what you mean here. there are no square long corridors with no RAD <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The problem would be alieviated a little if you had some more texture variety<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    texture memory is at 3.7 mb <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Using the same texture for the wall, ceiling, and floor (entering the core), just looks like crap.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    well i only did that because thats how it was in the film.

    <img src='http://www.madmee.eclipse.co.uk/preview/eventhorizon/actual/shortcorridor04.JPG' border='0' alt='user posted image' />

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The bright purple pillars in sick bay just look out of place; half of the pillar is dark brick, and the other half is bright purple brick<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    i can assure you that there is no purple in that texture. its sliver. the purple color is probably comming from the blue lights under the floor and mixing to make purple... but it doesnt look purple to me anyways.


    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I would add some hiding spaces in the core to break up the big solid textures<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    i carnt really add hiding places to the core. its just not the place for hiding places. altho im sure a marine walking into that room wont be able to check all areas quickly, so skulks still have a chance.. there is also water to hide in.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Also, add some more lights. Maybe it's just your gamma/brightness settings, but it looks really really dark. If you look at most of the official co_ maps, they are fairly bright and easy to see in. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    yeah it must be something to do with my settings because the map isnt as dark as i would like, but yet i still have to put the lights up <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->

    but please try to remember people this wasnt a happy, bright, little kittens, fluffy clouds, they all lived happily ever after film.

    EDIT: oh and has any one downloaded it to see if its ok with the gamma ramp? gamma ramp is 1.4
    see...

    <img src='http://www.madmee.eclipse.co.uk/preview/eventhorizon/actual/sickbay10good.JPG' border='0' alt='user posted image' />

    <img src='http://www.madmee.eclipse.co.uk/preview/eventhorizon/actual/ballroom01.JPG' border='0' alt='user posted image' />

    <img src='http://www.madmee.eclipse.co.uk/preview/eventhorizon/actual/blackcorridor07.JPG' border='0' alt='user posted image' />

    <img src='http://www.madmee.eclipse.co.uk/preview/eventhorizon/actual/bridge06.JPG' border='0' alt='user posted image' />

    <img src='http://www.madmee.eclipse.co.uk/preview/eventhorizon/actual/mainshaft05.JPG' border='0' alt='user posted image' />

    <img src='http://www.madmee.eclipse.co.uk/preview/eventhorizon/actual/roundroom03.JPG' border='0' alt='user posted image' />
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    The geometry occasionally surprises with goodness, but dear god - lighting and clever texture use are a must. Do absolutely anything to break up the current repetitiveness.
  • Once_OnlyOnce_Only Join Date: 2004-05-15 Member: 28700Members
    Hmm, the rounded looking corridors are odd, in th movie picures they look metallic, yours look like brick. Plus the lightning in most areas is a bit bland, as much as you want it to be like the movie, it could stand to be a little better.
  • ZorZor Join Date: 2003-09-16 Member: 20911Members, Constellation
    I like the architecture. All you need to do now is play with the lighting and the map will be great
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Just because you based the map on a film, does not mean you have to try and copy the exact film location. Add light, give it your own influence, don't just copy an area.
  • DEADscottDEADscott Join Date: 2003-03-29 Member: 15022Members, Constellation
    If your trying to make it look like the movie your doing a great job! If your trying to make an enjoyable, playable NS map heed the advice given to you here. Lighting is most ricky tick important.
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    Like has been said, the lighting needs work. The brushwork is solid, and quite impressive in some areas. Some areas, the giant tunnel especially, will need more cover for aliens. Maybe add some pillars. And work on the texturing. Some areas are nice but some seem very forced. And the green vents... oh god... that's absolutely horrible, I'm sorry. I felt like I'd fallen into some doom1 wad nightmare.

    And the flashy windows, I assume, are supposed to be lightning? Consider instead using actual windows with a skybox, and then use a trigger random to trigger a multimanager that hits a bunch of lights all with the same name that are set to light up in a lightning like pattern, and then shortly after to trigger a thunder sound. I used this effect in my combat map (that died in an hd crash), and I can report that the way it looks in game is quite impressive. And I walked around past the hive a few times before I found it, some infestation that leads out from it might help out.
  • MADMEEMADMEE Join Date: 2004-07-23 Member: 30059Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->the giant tunnel especially, will need more cover for aliens.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    the aliens can run underneath the main floor in the main shaft. but they are forced to come out now and again because i didnt want them to beable to run the entire distance in relative safety. there is also a vent above with mutiple exits. altho not having played many games on it i dont know how fades and oni fare.

    i dont really want to put pillars down there. but at one stage i had a problem with Wpolys and was going to change it. the map may well be completly redesigned and built to make it smaller (if i can be bothered before hl2)

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Some areas are nice but some seem very forced.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    what exactly do you mean by forced?

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->And the green vents... oh god... that's absolutely horrible, I'm sorry. I felt like I'd fallen into some doom1 wad nightmare. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    ok so you didnt like the texture but did you like the effect? and do you remember what it looked like in the film? do you think all it needs is a better texture? (its one i hacked together.. making textures isnt my strong point)

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Consider instead using actual windows with a skybox, and then use a trigger random to trigger a multimanager that hits a bunch of lights all with the same name that are set to light up in a lightning like pattern, and then shortly after to trigger a thunder sound.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    yes it is supposed to be lighting, and thats the best i could do <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->

    i guess ill have to try your suggestion with the lights... altho i hate all that scripting.

    As for the next version im still working on the lighting and trying many different settings. havent really found quite what i want <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->

    However im pleased with how its turned out considering its the 2nd map iv ever made <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • Mr_HeadcrabMr_Headcrab Squee&#33;~ Join Date: 2002-11-20 Member: 9392Members, Constellation
    Just running around, i noticed a few things that were odd...

    -Didnt the "Cheese Grater" spinny tunnel connect directly to the core?
    -the Core spun WAY to fast, maybe half the speed and add an ambient noise, possibly ripped from the DVD?
    -in the green "Ack! my eyes are burning so much im going to rip them out and pilot this thing to Hell" tunnels, maybe have them under the floor around the core instead, spread it out and have the flashing in a sequential pattern traveling down the corridor?
    minor redesign? make the "neck" two levels: top level has the wide open spaces marines love, and the lower level has dangling conduits and supply crates .
    -more lights!
    maybe, instead of having MS being the Bridge, have it on the Lewis & Clark docked to the eventhorizon
    -trigger_hurt opn the core
    -usables/weldables!
    -wierd ambient noises


    that's all i got for now
  • MADMEEMADMEE Join Date: 2004-07-23 Member: 30059Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->-Didnt the "Cheese Grater" spinny tunnel connect directly to the core?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    yes. yes it did. also the cheese grater conected directly to the main shaft and that probably directly connected to somewhere else... but if i did that you would probably complain about the wpolys as they would probably be in the region of 5000. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->-the Core spun WAY to fast, maybe half the speed and add an ambient noise, possibly ripped from the DVD?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    forgot to add ambient. its already been added for next build, but not ripped from the DVD as i dont have the DVD.
    Speed of core... yes i could slow it down a bit more.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->-in the green "Ack! my eyes are burning so much im going to rip them out and pilot this thing to Hell" tunnels, maybe have them under the floor around the core instead, spread it out and have the flashing in a sequential pattern traveling down the corridor?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    have them under the floor... yes possibly.. it could all be rebuilt.
    having the flashing textures traveling down the corridor.. no because altho the you can get a func_train or any entity to have texture lights on it they dont move with it.. meaning that its only calculated in its starting position and i dont think it would look any good like that.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->minor redesign? make the "neck" two levels: top level has the wide open spaces marines love, and the lower level has dangling conduits and supply crates .
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    hmm.. if i understand you correctly then yes that could be quite a good idea... ill think about that.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->-trigger_hurt opn the core<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> er... there should of been. you take dmg from the rotating things.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->-usables/weldables!<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> yes maybe but this build is to get the layout and lights done etc etc.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->-wierd ambient noises<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> yes. altho i need to find some good sounds.

    And thanks to anyone who has given feedback so far <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
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