In-editor Shots Of My New Map
The_Real_Quasar
Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
<div class="IPBDescription">ns_espace</div> Argh, damn these forums, i just spent ages typing out some stuff, then it tells me the image was too big <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
Anyway, ill just have to type a smaller one.
Keep in mind this is EARLY STUFF!!!!
<img src='http://www.tdhfiles.com/~quasar/espace1.JPG' border='0' alt='user posted image'>
1) Marine start, CC inside the ship
2) A hive, doesn't all fit in the window, but you can see most of it
3) Computer core, res point under the far computer
4) Engine room, looks a little sparse now, but won't be when i'm finished.
so, comments? In-game shots will be made when i compile next.
Anyway, ill just have to type a smaller one.
Keep in mind this is EARLY STUFF!!!!
<img src='http://www.tdhfiles.com/~quasar/espace1.JPG' border='0' alt='user posted image'>
1) Marine start, CC inside the ship
2) A hive, doesn't all fit in the window, but you can see most of it
3) Computer core, res point under the far computer
4) Engine room, looks a little sparse now, but won't be when i'm finished.
so, comments? In-game shots will be made when i compile next.
Comments
if you put in contrasty lighting there, it will cover it up; and flat ceilings might be good for running over turretfarms. solution: make a bunch of func_illusionary (I think that's it) brushes that look like infestation protrusions. however the skulks will still be able to run through it (like the walls on tanith).