Warehouse

Warehouse

Re: Warehouse Posted by Biological Component on Thu Aug 19th 2004 at 10:32am
Posted 2004-08-19 10:32am
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Fun like the original, and a swell job this is!
Re: Warehouse Posted by Captain P on Thu Nov 25th 2004 at 10:00pm
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Posted 2004-11-25 10:00pm
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Well, very early stage indeed. There's a lot of things to change, as the rooms look very cubic, the architecture doesn't really resemble a real-life warehouse. It's good to search for some pictures of warehouses and to play trough some HL2 levels again while taking screenshots, it can help you define the architecture and overall feel of this map.
Lighting requires a lot of changes too, plus you should add some light fixtures, light doesn't come from nowhere.
Those frames inside look really strange. Again, reference pictures can help here.

It's obviously just a first try, so I wish you good luck on refining it.
Re: Warehouse Posted by Jezpuh on Thu Nov 25th 2004 at 10:49pm
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Posted 2004-11-25 10:49pm
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Ouch, it seems rather empty. Good luck on filling all that.
Re: Warehouse Posted by Night-Wolf on Thu Nov 25th 2004 at 11:02pm
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Posted 2004-11-25 11:02pm
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Cheers for the input guys, im mainly just learning how to use Hammer and the various techniques. Im sure alot will change as I go along but will update the pics as I go.
Re: Warehouse Posted by Orpheus on Fri Nov 26th 2004 at 2:38am
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Posted 2004-11-26 2:38am
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Just because it can be big, must it?
Spend some time,concentrate on quality, not mass.
Re: Warehouse Posted by Night-Wolf on Fri Nov 26th 2004 at 1:11pm
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Posted 2004-11-26 1:11pm
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Im basing it on a real life place so its nearly as big as that, i wanna see what the Source engine can run:D
Re: Warehouse Posted by Nickelplate on Sat Nov 27th 2004 at 4:54am
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Looks like it would be good with some light fixtures and less repetition in the textures. And if there was not so much empty space. I know you'll fill it, but it also doesnt look like a real warehouse. OOO And add some air vents EVERYONE LOVES AIR VENTS!!! Seriously, add some air vents... ones that go to secret rooms and stuff.
Re: Warehouse Posted by Night-Wolf on Sat Nov 27th 2004 at 6:32am
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Posted 2004-11-27 6:32am
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Haha cheers nikelplate im working on the details now, the pictures are mainly of the basic setup, hopefully will have an update soon:)
Re: Warehouse Posted by Night-Wolf on Sat Nov 27th 2004 at 8:12pm
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Posted 2004-11-27 8:12pm
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Just updated the pics,starting to improve things now:D
Re: Warehouse Posted by Andrei on Sat Nov 27th 2004 at 10:09pm
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Posted 2004-11-27 10:09pm
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When i first clicked on the map's name and saw the first pic i could have sworn it was for HL1 :O. Me needs to clean my brain. :S
Re: Warehouse Posted by Neural Scan on Sun Nov 28th 2004 at 3:18pm
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Posted 2004-11-28 3:18pm
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I'm beginning to like the look of this, much more like a warehouse now (I seem to recall the first one having some wierd metally structure that didn't make sense, glad you changed it :)). Keep at it!
Re: Warehouse Posted by Night-Wolf on Sun Nov 28th 2004 at 3:37pm
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Posted 2004-11-28 3:37pm
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Yeah things are getting better as I learn whats what! keep the tips coming:D
Re: Warehouse Posted by ReNo on Sun Nov 28th 2004 at 5:17pm
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Try adding pillars to the interiors - it doesn't look right to have such large rooms with nothing supporting the ceiling.
Re: Warehouse Posted by Night-Wolf on Sun Nov 28th 2004 at 7:20pm
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Posted 2004-11-28 7:20pm
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Yeah im planning on 2 big fat girder style pillars in the main box section, concentrating on the outside details atm, more pics to come soon:D
Re: Warehouse Posted by Night-Wolf on Sun Nov 28th 2004 at 10:56pm
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Posted 2004-11-28 10:56pm
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Updated again:)
Re: Warehouse Posted by Night-Wolf on Sun Nov 28th 2004 at 11:03pm
Night-Wolf
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Posted 2004-11-28 11:03pm
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Please check my Info for pics and a quick description. This is my first map using Hammer and it will be a HL2DM map if there will ever be one! :biggrin: Any comments good or bad are welcome.
Re: Warehouse Posted by alba on Sun Nov 28th 2004 at 11:17pm
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Posted 2004-11-28 11:17pm
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It looks good!

The lights on the exterior part are well put!

improve the inside part now :)
Re: Warehouse Posted by 7dk2h4md720ih on Mon Nov 29th 2004 at 12:25am
7dk2h4md720ih
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Posted 2004-11-29 12:25am
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I've never seen a warehouse where the doors are hanging in mid-air like
that. Usually there's a concrete walkway running along the outside.

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.
Re: Warehouse Posted by Spartan on Mon Nov 29th 2004 at 12:28am
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Posted 2004-11-29 12:28am
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The doors are on tracks if you look hard enough.
Re: Warehouse Posted by 7dk2h4md720ih on Mon Nov 29th 2004 at 1:25am
7dk2h4md720ih
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Posted 2004-11-29 1:25am
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That had nothing to do with my post, if you read it hard enough. :wink:

edit: l33t snarkmarks.
Re: Warehouse Posted by satchmo on Mon Nov 29th 2004 at 5:12am
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Posted 2004-11-29 5:12am
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Once again, look carefully.

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).
Re: Warehouse Posted by Crono on Mon Nov 29th 2004 at 6:10am
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Posted 2004-11-29 6:10am
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satchmo said:
Once again, look carefully.

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.
Re: Warehouse Posted by Tracer Bullet on Mon Nov 29th 2004 at 6:40am
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<DIV class=quote>
<DIV class=quotetitle>? quoting Crono</DIV>
<DIV class=quotetext>
<DIV class=quote>
<DIV class=quotetitle>? quoting satchmo</DIV>
<DIV class=quotetext>Once again, look carefully.

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).
</DIV></DIV>

Along with a ledge. If there is no ledge the docking bays are on the ground. </DIV></DIV>
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.
Re: Warehouse Posted by Neural Scan on Mon Nov 29th 2004 at 8:15am
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Posted 2004-11-29 8:15am
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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 :smile:

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 :biggrin:
Re: Warehouse Posted by Junkyard God on Mon Nov 29th 2004 at 10:56am
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Wow nice, a complete redo of whai i first commented on :)

looking good now :)
Re: Warehouse Posted by Night-Wolf on Mon Nov 29th 2004 at 11:39am
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Posted 2004-11-29 11:39am
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Cheers for the comments guys!:D

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:
Re: Warehouse Posted by Night-Wolf on Mon Nov 29th 2004 at 6:25pm
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Posted 2004-11-29 6:25pm
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New pick of my chiller fan construction. For some reason when the lighting is on the steam/fog goes black!? Any ideas?
Re: Warehouse Posted by ReNo on Wed Dec 1st 2004 at 8:24pm
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Posted 2004-12-01 8:24pm
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You are a very quick learner it seems - this has improved no end since
you first posted it! You may still want to consider making your
interiors less boxy - put roof beams, trusses, pillars,
alcoves, etc... to make it more interesting. Some of your lighting also
seems "unsourced", with the yellow on the ceiling in the last pick in
particular.
Re: Warehouse Posted by Night-Wolf on Wed Dec 1st 2004 at 11:47pm
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Posted 2004-12-01 11:47pm
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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?
Re: Warehouse Posted by Night-Wolf on Thu Dec 2nd 2004 at 9:36pm
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Posted 2004-12-02 9:36pm
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A few more pics of what ive been working on today, The reception area. Had problems getting Dynamic lighting to work so had to stick to normal lights:(
Re: Warehouse Posted by Crono on Thu Dec 2nd 2004 at 9:44pm
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Posted 2004-12-02 9:44pm
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Looks alright.

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.
Re: Warehouse Posted by Night-Wolf on Thu Dec 2nd 2004 at 9:53pm
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Posted 2004-12-02 9:53pm
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I wanted that contrast between the bare warehouse and the classy entrance and also wanted to play around with some different things, havent had chance to sort the textures out yet, been playing with the lighting all day with no real pay off :sad: Any help would be appreciated!
Re: Warehouse Posted by Crono on Thu Dec 2nd 2004 at 10:09pm
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Posted 2004-12-02 10:09pm
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Lighting ... I'd suggest making those lamps spot lights with a wide ass angle. Then put some wall lights up. If you want you can make wall lights 2 light spots (90 and -90). Then add subtle normal lights in the center of the room in mid air so they don't reflect too harshly on anything and give a general ambiance.
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.
Re: Warehouse Posted by Night-Wolf on Thu Dec 2nd 2004 at 10:13pm
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Posted 2004-12-02 10:13pm
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Yeah some good tips there cheers. I tried spotlights but wasnt having much luck with them at all. Will try again tomorrow to see if I can figure it out, if you can, explain what you mean by the wall lights using 2 spots. Im guessing you mean 1 shining up and 1 shining down out of a light fixture thing.
Re: Warehouse Posted by Spartan on Thu Dec 2nd 2004 at 10:36pm
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If the map is a warehouse then why do those two pics look like the setting High Rollers.
Re: Warehouse Posted by Neural Scan on Thu Dec 2nd 2004 at 10:53pm
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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.
Re: Warehouse Posted by Crono on Fri Dec 3rd 2004 at 4:00am
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Night-Wolf said:
Yeah some good tips there cheers. I tried spotlights but wasnt having much luck with them at all. Will try again tomorrow to see if I can figure it out, if you can, explain what you mean by the wall lights using 2 spots. Im guessing you mean 1 shining up and 1 shining down out of a light fixture thing.
Yeah, as I said one pitched at 90? and the other at -90? (270?).
Re: Warehouse Posted by Night-Wolf on Fri Dec 3rd 2004 at 1:10pm
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Posted 2004-12-03 1:10pm
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<DIV class=quote>
<DIV class=quotetitle>? quoting Neural Scan</DIV>
<DIV class=quotetext>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.

</DIV></DIV>
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!
Re: Warehouse Posted by Junkyard God on Fri Dec 3rd 2004 at 3:19pm
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The glass stuff is cool but it's a bit weird , maybe there should be
some sort of supports in it or a bar ontop?? ,it looks like just a loos
piece of glass now tbh :smile: but it's a cool idea
Re: Warehouse Posted by ReNo on Fri Dec 3rd 2004 at 4:47pm
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Check the props_wasteland folder for the prison lights, there are a few
hanging types in there that might look a little better than your
current ones.
Re: Warehouse Posted by satchmo on Fri Dec 3rd 2004 at 5:24pm
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The reception area looks just a bit too luxurious for a
warehouse. It makes me think that the warehouse must be run by
the mafia or some major crime organization (pimp daddies).

I found this photo of a real warehouse stairs and loading area, so you can have some additional ideas.

http://www.cls.usask.ca/images/Site/Phot.20010622/handrails%20and%20stairs%201.jpg

The frame for the glass windows appear too thin and recessed to be
realistic. Consider making them wider and maybe even with another
texture.
Re: Warehouse Posted by Night-Wolf on Fri Dec 3rd 2004 at 5:46pm
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Cheers for the tips, im basing it loosely on a warehouse I work at, with maybe a bit more class! :lol: ill try some ideas out and post my results tomorrow :biggrin:
Re: Warehouse Posted by Night-Wolf on Sat Dec 4th 2004 at 11:44pm
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Posted 2004-12-04 11:44pm
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A few more updated pics,think its looking better but ive still to add more detail. Took me all day to figure the bloody doors out!
Re: Warehouse Posted by G.Ballblue on Sat Dec 4th 2004 at 11:47pm
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The stair cases in screen 2/3 are floating :leper:

/edit: woops, no they're not :smile:
Re: Warehouse Posted by diablobasher on Sat Dec 4th 2004 at 11:50pm
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It's starting to look quite nice now, good work :biggrin:
Re: Warehouse Posted by Night-Wolf on Sun Dec 5th 2004 at 12:23am
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Posted 2004-12-05 12:23am
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<DIV class=quote>
<DIV class=quotetitle>? quoting G.Ballblue</DIV>
<DIV class=quotetext>The stair cases in screen 2/3 are floating :leper:

/edit: woops, no they're not :smile:

</DIV></DIV>

Shhhhh! no their not, its the magic of half-life :biggrin:
Re: Warehouse Posted by satchmo on Mon Dec 6th 2004 at 1:30am
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I like your new textures for the reception area; it looks more like one for a warehouse now! :smile:

I trust you will work on the stairs a bit more, equipping them with a metal border and support and such (and railing).
Re: Warehouse Posted by Night-Wolf on Mon Dec 6th 2004 at 11:47pm
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Posted 2004-12-06 11:47pm
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Im looking for someone to come have a look round my map for me and see what they think and how it runs. Somebody post here with a contact or PM(if you can!) And we'll sort something out :biggrin:
Re: Warehouse Posted by Night-Wolf on Wed Dec 8th 2004 at 3:25pm
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Re: Warehouse Posted by Crono on Wed Dec 8th 2004 at 7:26pm
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Whoa. Looks pretty awesome.

The only complaint I have (still) is those stairs. Now they have no support! Put in something like a glass tube around the stair case or something to simulate a sound structure.

If the connectivity is good, I think you'd have a shot at that mapping contest (as long as you continue to follow the guide lines.)

Keep at it.