QUOTE(Mp)Excalibur @ Jan 16 2007, 03:32 AM)
Generator Room:
The idea of placing turrets over columns is a good one, but I have the impression that the turret is way bigger than the column, so it looks like a huge head on a small body. Try placing fire traps on the columns to make them loot thicker.
I didn't like how you placed the reactor: it's "on" a fiew columns. It doesen't look realistic at all. Try making something liek a circle of columns around each reactor. It will give you two things:
1) The reactor will look "tidy," and not get "on" the columns. (which will look much more realistic)
2) It will make the reactors the centers of attention in the room. (because now, it looks more like "column room" not "reactor room")
You can also underline the importance of the reactor with Sunstructure Panels (SunP) and Substructure Plating(SubP). And I would suggest you give the turrets to a player with black color - that way they will look as parts of the columns, they will "blend" better with the enviroment.
QUOTE(Mp)Excalibur @ Jan 16 2007, 03:32 AM)
North Prision District:
You're using small passages and rooms. A good move if you're making a prision module. It looks a bit boring, though. You can customize the walls with doodads and sprites, customize the Substructure with SunP and SubP. I dislike the bunkers on the doors:
1) They go from Floor to Roof, which looks very irreal.
2) They are "covered" by doors in the corners, which makes it look even more ireal.
In general, I think cells are best done when they look "down," not "up". [When I say "down" or "up" I mean the direction you would get if you're going from the cell center, through the door, and forward.] You can put Pating squares, tables and vent.'s on the cells' walls (that would make them look more like a place inhabited by humans, not by animals)
QUOTE(Mp)Excalibur @ Jan 16 2007, 03:32 AM)
Mech Repair Bay:
It seems plain. Don't use the same doodad twice or more in the same area. The walls themselves are quite boring - you can enchance them by doodads, and indexed terrain. (I will post examples if I'm not lazy within the next 10 minutes)
QUOTE(Mp)Excalibur @ Jan 16 2007, 03:32 AM)
Ship Staging Area:
I doubt the walkability of those walls and doodads.
You're doing the same thing - using a fiew doodads and trying to make a composition out of them. (A rather poor comosition)
ADDITION:
Example that I promised: