Editing and Customization > Community Content

ge_basement_ssl

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killermonkey:
If you are going to go with no pipes and no grate how about a well worn floor in the middle? so pretty ok looking tiles on the edges, but the middle (where everyone would have walked) is worn tiles, broken tiles, etc.

I agree its plain, but I think with a little texture love it will be glorious

btw, those small yellow pillar things are the most annoying things ever modeled because they get in the way during a firefight

Edit:
(SUGGESTION: If you haven't already done so, playerclip a ramp to the yellow things, wrap around them, and ramp out, then there is no way a player can get stuck in between them)

PPK:
If you got rid of the pillars KM mentioned, it'd be great. They do get in the way and can spoil your game. Besides that, the mapping looks great so far!

Jeron [SharpSh00tah]:
you could break up the floors symlicity by dropping the walkway part of the floor 8 units down

killermonkey:
http://img7.imageshack.us/img7/634/gebasementssl0013.jpg

This room doesn't sit well with me at all. The back wall is very bland, there is a random radiator sticking out of it. The foreground seems random, and the steps and grating are totally out of place.

Don't you love crits? (heart)

PPK:
One thing I advise you to do, since I see some props, like chairs and other misc stuff, lying around is that you make them noclip or in some way pull the player away from them (I don't know the exact term for this...) in order to avoid any problems, like player clipping, which can ruin your game. Or minimize the number of props to the least possible, while retaining the look of an old and semi-abandoned library basement.

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