Yeah I would get rid of the chairs, can you not do something like this with the cabinets? http://www.nycominc.net/images/product…ume%20Hoods.jpg
What I'm Working On
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I really like this one !
As it was already said, A spot is strange indeed

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Quote from FMPONE
The floor seems visually not popular at all, so I'll investigate what else I can do there I suppose
The floor looks a little funny indeed, but I think it mainly does because of the texture underneath. Maybe some frosted glass like this would look better?
[Blocked Image: http://www.classicglassblocktexas.com/Flooring/glass_floor.jpg]
[Blocked Image: http://www.homeinteriorszone.com/wp-content/uploads/2008/11/glass-tile-floor.jpg]
Or transparant glass with a non-accessible area underneath it:
[Blocked Image: http://contentinjection.com/wp-content/uploads/2014/02/luxury-Glass-floor.jpg]
Other than that, I like it so far

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Squad has something here that i was after. Would look a lot better.
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This is an awesome update to a great map. Cant wait to play it!
A bit of feedback on A site, the 'science' areas are aesthetically pleasing, but in gameplay I suspect they will be a bit clunky. Chairs are annoying because they are not spammable, and tend to get in the way of movement. Suggest going back to the simple boxes (hazmat storage area? alien artifacts??) as it works best for the gameplay.
Overall top notch effort thus far, rivals the quality of any map out there, including valve!
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Love the site marking at A, that's brilliant!
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been trying to consolidate the areas i've worked on, custom textures, a couple custom models from Ted. Almost all placeholders replaced now, probably created something like 40 textures, mostly small stuff. gonna move on to the new areas now. thanks for the feedback so far guys, and keep it coming

also gotta give credit to Warby who hooked me up with a cool paintover of A to help improve it~
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Fuck you shawn.
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Looks killer dude!
One small crit: the brick wall looks very dirty compared to the rest of the environment, maybe a clean glossy paint would look better imo:
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Quote from Minos
Looks killer dude!
One small crit: the brick wall looks very dirty compared to the rest of the environment, maybe a clean glossy paint would look better imo:
Alternatively, I would dirty the place up a bit. I feel like everything is too white and the transition outside is a little jarring (especially that floor, is that temporary?).
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Crikey that's hot.
Personally I think the dirty brick provides really nice contrast with the clean bits. Maybe you could scatter a few fallen leaf decals in the outside bits but that's as far as I'd go re: dirtying.
This is the fanciest greenhouse I've ever seen, they must be working on some super high-end top secret government shit behind closed doors!
What did you end up doing with the other side of the old crates in A?
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Those metal beams on the ceiling look heavy duty and needed for support, it makes no sense to me to then cut a ton of holes in them so pipes can run through.
I had to find something to complain about, top notch stuff

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Fume cupboards definately look better in A.
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Amazing attention to detail, Season is starting to really come out of it's shell.
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Wow, that is damn sexy.
Wouldnt mind living there.^^
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The map is coming along nice FMPone.
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SO CLEAN, SO SMOOTH!
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This looks great man. In response to the dirty bricks comment, I've seen plenty of office spaces that look similar to this, so I don't see this being much of an issue.
Alternatively, what I do notice, being an HVAC Design Engineer myself, those red pipes that appear to be fire sprinkler pipes are going right through what appears to be structural beams. This almost never happens as the structural beams are too important. I know this is a "realism" comment that doesn't factor in too much to a "fake" game, but just something I noticed as someone who works in the construction field. It also looks like a handful of pipes just end into a structural beam, which doesn't make a whole lot of sense, I would elbow them into the wall so they appear to be going somewhere else.
Anyways, shit looks good man.
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