Need Critisizing

Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
edited June 2003 in Mapping Forum
<div class="IPBDescription">a large room</div> Well this is the center of my map, where most of the traffic will be (kinda like hera). I'm feeling a little non-creative right now so im wondering what the community thinks I should add in. This is the first compile of this area so its definately nowhere near done.
The room itself is a cargo transport route (ill be adding more noticeable "roads" soon) for large cargo transport vehicles (marines in an onos' gut are also considered cargo).

So ya, let the critisizing begin!

Comments

  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
  • ZaoZao Join Date: 2002-10-01 Member: 1399Members
    edited June 2003
    You have some good ideas floating around in there, but frankly, some of the architecture is a bit bland/flat. The texture usage is a bit repetitious as well. All in all a decent start, though.

    edit: the last picture looks a bit funky by the lmg scope.
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    woah crazy (lmg scope)

    ya im throwing around some different textures to see how it goes as we speak
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Railings & hazard stripe around that drop, a frame for the window in picture, some girders or beams to support that huge ceiling (seems low from the upper floor). Some kind of signal box for directing the cargo traffic maybe?
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    edited June 2003
    will do chromeangel
    im compiling an updated version now
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    edited June 2003
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    I would change the glass- if there's something on the other side, make the glass at least slightly transparent. I would also ingress it into the wall and add a border around it to break the wall up a little.
  • NayNay Join Date: 2002-06-09 Member: 741Members
    edited June 2003
    Personally I like the long corridor pic at the top, I think you just need some more variation on textures for walls maybe some more dynamic lighting and a bit more detail to the construction of the roof and you`ll be steaming away <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> gl anyways
  • MooseMoose Join Date: 2003-05-13 Member: 16248Members
    edited June 2003
    the supports are a good start but how about making the support lay flush with the
    wall instead of that harsh angle you have now, with a mitered cut at the bottom (plus you would eliminate the face against the wall) . also that support texture doesn’t work against that lab texture. try using a darkish solid color so it sets itself apart from the wall yet doesn’t clash like it is now.

    GL <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    If possible that window needs to come down just enough to be in the middle of the detail on that texture. As it is it looks odd that one part of the strip on the wall continues, and the other one is broken by the window. Also in the second to the last new pic it looks like you have a support beam that isn't touching the wall at all.

    You might want to think about adding in a temporary storage area, as most cargo moving rooms have these.
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    The door and the window both need borders around them, it looks VERY unnatural for that door to just be stuck in the wall, cutting the textures flat. Also the window... make it less ugly ;\
  • WittmanWittman Join Date: 2003-06-17 Member: 17437Members
    It's interesting how adding those support beams made your room look so much better.
  • Some_tall_guySome_tall_guy Join Date: 2002-08-12 Member: 1139Members
    I noticed the support not being on the wall last night, so i fixed that <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->. The texturing for the walls is probably whats going to change, not the supports. I'll definately add some borders around things before I post next. Also the area behind the window isn't even there yet. so it will stay solid for a while.
  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
    The entire map looks the same. Not similar, but the same. Make some areas with diffrent lighting or textures.

    Most of those large, open rooms and long hallways without places to hide would be absolute murder to skulks. Think of the alien team, too.
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    trust me im making places for skulks to hide, there will be lots when im done with it.
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
  • LextalionisLextalionis Join Date: 2003-06-07 Member: 17073Members
    It's really coming along! But on to the criticism...

    The cargo container gives you some nice reference for the room, and much-needed clues to it's function. But it doesn't seem like it's more than a simple cube right now. Some recesses, or even just a more complex shape would help it out a lot. And the one in the top pic seems to be hovering at an odd angle...

    Texturing in general seems to be really coming along. The walls and supports jive a lot more, but I question that pipe texture along the ceiling molding, as well as the mechanical texture along the ceiling itself. Neither seem to really fit with the concept of cargo room, and there aren't really any context clues as to why they are what they are. (I know, philospohical mapping, right? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> ) Also, your geometry cuts off the wall textures in a few places. Turning those flat steel supports on the wall into geometry would give a lot more 3-dimensionality to them.

    The floor, however, is the most flat. The grated ramp and lights help, but taking those hazard strips and pushing them out of the floor an inch and dropping the floor grates a little too would give it a more constructed feel, rather than simply a textured one.

    Lighting... I don't know how I feel about the lighting. You chave a lot of colors going on, and quite a few different styles of lights (floor lights, haloed lights, light coming in through slits). Right now your lighting doesn't unify the room, though it doesn't kill it either. Lighting in the lower section gets a thumbs up, but I think that you could cull at least 1 color or type of light in the upper area. Then again, this is the central section of your map, and you likely need to tie a few visual styles together.

    In summary, you're making great progress! I'd love to see the finished room!
  • Some_tall_guySome_tall_guy Join Date: 2002-08-12 Member: 1139Members
    edited June 2003
    I'm currently reworking the room, the same basic layout but smaller, darker textures, same lighting on the floor as previous, I'll also probably ditch the blue ceiling lights and replace them with a different colour (suggestions?) and much more detailed walls instead of the flat ones i had in the last build. I might release a bsp once I have the main elements of the map done, although it wont be playable yet at the point, just so people can tell me what they think about the atmosphere of the level as it is a bit hard to do so from still pics. Also that crate in the top pic, its been tipped over by something........ dum dum dum....
    I'll probably have more screenies of the reworked version in a few days, probably at the end of the weekend.
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