Ns_plark

RizzmondRizzmond Join Date: 2002-11-03 Member: 6105Members
ns_plark, first screenie, marine spawn
<a href='http://www.geocities.com/rizzmond/plark.html' target='_blank'>http://www.geocities.com/rizzmond/plark.html</a>

Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    please use another glass texture than valves default glass.
    seach mapping forum or ANY texture site for "glass texture" , there are some nice semi infested and much better looking glasses.
  • RizzmondRizzmond Join Date: 2002-11-03 Member: 6105Members
    well i wouldn't put semi-infested glass in the marine spawn, but i'll take note of that.
  • SycophantSycophant Join Date: 2002-11-05 Member: 7092Members
    Not a bad start, but the excessive hazard stripes are slowly searing my brain. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    It seems to have a very 'flat' ambience. Try dimming the lights slightly so you'll get some shadows.
  • RizzmondRizzmond Join Date: 2002-11-03 Member: 6105Members
    yes, i think that the light_env has too high a brightness level, i'll lower it
  • BrontoBronto Join Date: 2002-10-24 Member: 1583Members
    I would rotate the warning stripe about 35 degrees that is on the floor around those red lights.
  • Rush_Of_PeonsRush_Of_Peons Join Date: 2003-02-19 Member: 13728Members
    i agree, it does need a see thru glass for the roof, it took me a while to figure out that it was glass! looks a lil empty too, maybe a console or a crane for loading those crates?? the final thing i see wrong with that screenie is the vent to the left, a skulk or anything else that can shoot can pick off that comm cponsole without fear of a quick retaliation unless someone was either boosted or stood on top of the comm console.
  • HeistHeist Join Date: 2002-11-09 Member: 7922Members
    You would be supprised at just how much a little darkness makes the room more believable. If you lowered the light alot and added some light_spots allont that walk way this room could look really good.
  • RizzmondRizzmond Join Date: 2002-11-03 Member: 6105Members
    edited February 2003
    will do <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> I've followed the lighting advice, and the results are much better, the difference can be seen here <a href='http://www.geocities.com/rizzmond/plark' target='_blank'>http://www.geocities.com/rizzmond/plark</a>
  • HeistHeist Join Date: 2002-11-09 Member: 7922Members
    Yeah that's much better. Make those lights in the ground give off a fade texture, put small (maybe 50 brightness) lights there to add a glow effect, and change the glass texture and it should look really good.
  • bicballbicball Join Date: 2002-11-23 Member: 9751Members
    Looks good, my suggestions are:
    Make the glass more transparent
    Make the red lights, not so bright and not so red
    Make the light cones a little more dim, do the spin?
    Make the glass roof arch more round, and if the r_speeds are low enough, add a few more sides
    Add a few lights from the roof, to brighten it up a bit.
  • RizzmondRizzmond Join Date: 2002-11-03 Member: 6105Members
    thanks for the suggestions, and yes, they do spin
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