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filling large spaces


Szico VII

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Posted

It all really depends on the theme of your map, such as if it's a temple or a base or something. But you generally should put columns or a support of any kind, but don't clutter it too much or it'll be a bit hard to get through.

Posted

Oh, in that case, you can have supports that go kind of like this


_______
/ \
/ \
/ \
[/Code]

 

You can also use air vents and include windows on an outside edge. You can have pipes going at the top (use actual cylinders or textures) and light sources. You can also use target_speakers at certain points for sounds of machinery (such as close to a power supply area or something that would naturally make sound when it operates).

 

Hope this helps! :thumbsup::naughty:

Posted

I think you should start with the question "what is the hall for?" Even the imperials didn't build halls just for the fun of building halls. Is it used for storing equipment? Then you should have crates, possible some methods that are/were used to move those crates. Or is it a hangar? The most obvious detail for a hangar is the imperial shuttle (some even go as far as putting there TIE fighters or the most daring use X-Wings). Or it might be a garage for AT-STs or swoop bikes, or what ever.

Posted

its a landing bay, but its also a garrison area, where the major fights happen in the levels, theres a massive battle, but in the middle, theres just floor. any kind of obstacles i could sue? i ve got a huge laser door, but it still looks a bit empty.

Posted

Well, it is a game gothicx, i doubt anyone would think of that, and if they do then........ i dont know. Put md3s in, ones that wont look out of place, and have something to do with the area... since you said landing bay, maybe some ships.... or fuel tanks :D im kidding. Maybe some nice curved pipes... they always look nice.

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