Posted by Night-Wolf on Sun Nov 28th at 11:03pm 2004
Posted by 7dk2h4md720ih on Mon Nov 29th at 12:25am 2004
It's a commendable first effort, but it's lacking any major detail, and a few light sources inside. I'd suggest adding a few non-rectangular buildings as there isn't really much to it at the moment.
Posted by Spartan on Mon Nov 29th at 12:28am 2004
Posted by 7dk2h4md720ih on Mon Nov 29th at 1:25am 2004
edit: l33t snarkmarks.
Posted by satchmo on Mon Nov 29th at 5:12am 2004
The cargo trucks that back up to the warehouse (you can even see one in the distance) is elevated above the ground-level. That's why the warehouse loading docks are high--so they can be flush with the interior of the cargo space for ease of unloading the cargo.
I bet this map is modeled after an existing warehouse in real-life (or at least the exterior of the warehouse). This type of design is ubiquitous in the real world, but usually there is a small stairs or something in case the driver needs to access the docking bay (to sign off the inventory or something).
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Posted by Crono on Mon Nov 29th at 6:10am 2004
The cargo trucks that back up to the warehouse (you can even see one in
the distance) is elevated above the ground-level. That's why the
warehouse loading docks are high--so they can be flush with the
interior of the cargo space for ease of unloading the cargo.
I bet this map is modeled after an existing warehouse in real-life (or
at least the exterior of the warehouse). This type of design is
ubiquitous in the real world, but usually there is a small stairs or
something in case the driver needs to access the docking bay (to sign
off the inventory or something).
Along with a ledge. If there is no ledge the docking bays are on the ground. [addsig]
Posted by Tracer Bullet on Mon Nov 29th at 6:40am 2004
The cargo trucks that back up to the warehouse (you can even see one in
the distance) is elevated above the ground-level. That's why the
warehouse loading docks are high--so they can be flush with the
interior of the cargo space for ease of unloading the cargo.
I bet this map is modeled after an existing warehouse in real-life (or
at least the exterior of the warehouse). This type of design is
ubiquitous in the real world, but usually there is a small stairs or
something in case the driver needs to access the docking bay (to sign
off the inventory or something).
Along with a ledge. If there is no ledge the docking bays are on the ground.
No, he is absolutely right. I worked at UPS for 2 years, and this is precisely the way the buildings are designed. There is no ledge, you have to go inside the building if you want access the trailers. I saw the first screen and nearly jumped out of my skin because it looks almost EXACTLY like where I used to work.
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Posted by Neural Scan on Mon Nov 29th at 8:15am 2004
Love the way this is going. The outside of the warehouse is very nice. If you continue to do the same sort of thing on the inside, this map is going to be rather good ![]()
Are you planning on adding any other areas, besides the warehouse? Or is the warehouse big enough as it is? It'd be nice to have more to explore ![]()
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Posted by Night-Wolf on Mon Nov 29th at 11:39am 2004
Cheers for the comments guys!![]()
Firstly Yes Satchmo your right its based on a real warehouse and its exactly how the docks are, you back your trailer up then go to the gatehouse to sort your paperwork out. The only access to your trailer is through the main warehouse:D Neural Scan, there will be offices attatched to the side of the building plus an upstairs, an outbuilding, carpark and possibly a secret underground bit:chainsaw:
Posted by ReNo on Wed Dec 1st at 8:24pm 2004
[addsig]
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Posted by Night-Wolf on Wed Dec 1st at 11:47pm 2004
yeah i plan on some supports etc for the roof. Im having trouble getting the lighting right on the inside, for example the Yellow colour your talking about I think is a reflection from the box below. I had to use Spotlights because the normal lighting just wasnt working, but still it doesnt look right. Any tips? Im trying to create a bright atmosphere while making it look like its coming from the lights not just out of nowhere!
cheers.
edit - how does it look in the last pic?
Posted by Night-Wolf on Thu Dec 2nd at 9:36pm 2004
Posted by Crono on Thu Dec 2nd at 9:44pm 2004
If you want to keep that industrial feel you captured with the outside, I really suggest making those stairs more like this but metal. Somthing really bare. Also, for a reception area inside a warehouse, it looks a little too nice. It looks more like a plaza in a hotel. Try metal grate instead of glass for the sides.
I think, other then that it looks pretty good. Just need to work on the lighting and texture/alignment. [addsig]
Posted by Night-Wolf on Thu Dec 2nd at 9:53pm 2004
Any help would be appreciated!Posted by Crono on Thu Dec 2nd at 10:09pm 2004
Also, the stairs don't look structurally correct. The entire thing about them being metal and rickety was just commentary. I really thing you should thin them out and such. Some more supports for the upper ground work would be a good idea as well.
Although, making those lights dynamic and attaching them to physic ropes would be awesome. [addsig]
Posted by Night-Wolf on Thu Dec 2nd at 10:13pm 2004
Posted by Spartan on Thu Dec 2nd at 10:36pm 2004
If the map is a warehouse then why do those two pics look like the setting High Rollers.
[addsig]Posted by Neural Scan on Thu Dec 2nd at 10:53pm 2004
Like the glass railing things, pretty cool stuff. The upper levels of the office probably need a border, not just carpet wrapping round the platform. Probably some metal beam type things running round the edges. Also, those hanging lights look a bit dirty for that place, which seems very neat and modern. Are you sure there aren't any cleaner looking models there?
Edit: Well I think it should look neat and modern, but I doubt there are any real clean textures, unless you steal some from cs_office or something? The plaster wall doesn't seem to fit with the look I think you're going for either.
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Posted by Crono on Fri Dec 3rd at 4:00am 2004
Yeah, as I said one pitched at 90? and the other at -90? (270?). [addsig]
Posted by Night-Wolf on Fri Dec 3rd at 1:10pm 2004
Edit: Well I think it should look neat and modern, but I doubt there are any real clean textures, unless you steal some from cs_office or something? The plaster wall doesn't seem to fit with the look I think you're going for either.
I couldnt seem to find any cleaner models which is a bitch! I know they look a bit untidy for what I wanted but they were the next best thing, I may redesign yet im not sure!
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