AveryMaurice
Forum Regular

Posts: 902
Registered: 10-08 |
ArmouredBlood said:
In the first SS I think you should inset the computer readouts, it looks a little weird to see gray going directly to the screen. Also I'm not sure how I feel about the blue lights, they look okay but seem to clash a little with the gray, especially when there's no border between them. Try adding a little 8 or 4 unit long section of metal or doortrak between those textures. Then you need to do something with the texture alignment of the metal5 on the bottom of the switch box in the last pic, splitting the lines in two and aligning to the edges so there's a small vent will probably work while having little effect on the metal2 on top.
Other than the texturing problems I can't really say anything, they look like good transition locations but I don't see any actual rooms =/
Yeah, I fixed the computer thing. I'm adding the border now. The blue is necessary to be able to tell the difference between the teleport closet and the security room floor itself. I'm fixing the apparence generally right now.
And I didnt get the full room in the above screen shot for the first room. Its actually a little too clustered...
But the thing is, is that I have to have a lot of room and blank space while keeping the rooms detailed. Since its multiplayer based, you need room to move around since there are large groups of monsters. Think of it as coopbuild. Its fun, but not as visually appealing as Alien Vendetta for example.
Thanks
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