What does this hall need?
soldier
Join Date: 2002-01-25 Member: 63Members
I'm stumped. I'm not to happy with the red squares on the ceiling but they are staying. This hall runs between a Power Generator Room and Craft Maintainance Repair Bay. So can ya give me ideas other than cable lines?
Comments
Add some white light running down the walls and I guaruntee you it will look more detailed. I mean just a simple texture light pushed right up against the wall and facing the floor. You just need something to break up the constant blue.
Tip - Set the brightness of the white light texture to a nice and bright setting, and rather then lowering it when you find it to be too much, make the brush it's on narrower. Repeat this process until you get a nice bright pool of light on the wall against the blueness. (In other words, you don't want the white light to wash out the blue... but decreasing the actual brightness of it will only make it pale and ugly.)
Hope that makes sense.... Erm.. It doesnt look like it.
Ok, here's an example:
You place a 32x64 brush with the light texture on it up against the wall with the light facing down. You compile and find the white totally overtook your hallway, and it looks really ugly. Rather then lowering the brightness of the white light in your .rad file, resize the brush to 16x64. If this still is too much, reduce to 8x64.
Overall, what would look best is a bright sploch of white light against the blue surroundings. Not pale white hints scattered.
THAT should make sense... <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
Other than that, It looks really great! I really dig those red squares.
<!--EDIT|ken20banks|Mar. 26 2002,13:59-->
Add some uplighting from the floor, it looks dark down there.
Try adding a mock door or two, make you map look larger that it actually is.
Posters, crates/cover, vents leaking gasses, monitor screens, sign posts, trash cans, spare parts for the ships or generators. Not all these, just one ot two.
The lighting is too plain and bland, needs more shadows.
Take Kens suggestion with the bright spotlights.
the first shots looked like toyland or something.
what you can accomplish with the right textures!
I just noticed the arch didn't look perfect. I said it before and i'll say it again: make your own texture. it'll snap on there like a glove.
keep up the good work!
Enough of that. Now, one thing that I think would work really great in a room of this height would be, instead of ladders, to put in an elevator in one of the corners. It would definitely have a much greater "tension building" factor than a ladder, and it would also lead more towards the shared experience. I could use some more lighting contrast. There doesn't seem to be any real reason for as much light to be on the cieling as there is, as no lights point up. And I think 3 rows of that vent texture on the side might be a bit excessive. And also, is there a reason to go to that lower level? Like, are there connecting paths down there? Or a resource nozzle would be really cool in this room, I think.
I like the light boxes. I like the big grating over the power generator. I like the overall feel of this room. Great work.
I like the spotlights with the actual light coming out, looks nice and the theme in this room is great, but make sure it fits in with the rest of your level.
-I love the natural look of the skyboxes, and what they do to the room.
-I think Greedo has a really nice idea about the elevator. The ladders look cool, but there's nothing wrong with a shared experience here and there... <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
-My main gripe with the area is the lighting:
1. The whole thing looks a bit too bright to me. If there were some nice shadows here and there, I bet it would look really good.
2. The red in that short little hall is a bit to harsh if you ask me. Try mellowing it out with some tones of white in there or something.
-Another thing I don't particularily care for is how plain the upper level looks compared to the rest. Don't have any suggestions on hand about that.
Overall, Great job!
Can't please everyone though...