It reminds me a bot of the bridge from Half-Life 2.
So, after a short discussion about spytech bases in the chat, i remade the spawn of Bloodshed... again.
This isn't 100% finished, there are still some things that i want to touch, but i probably won't be able to work on it for the next few days, so i wanted to show it off.
Outside (Same as before, probably has to change to account for the bigger underlying structure.)
Inside
So, after a short discussion about spytech bases in the chat, i remade the spawn of Bloodshed... again.
This isn't 100% finished, there are still some things that i want to touch, but i probably won't be able to work on it for the next few days, so i wanted to show it off.
Outside (Same as before, probably has to change to account for the bigger underlying structure.)
Inside
Those ceiling supports are probably too thin and too far away from the ceiling. I would raise them and make them wider/thicker. Also, instead of keeping those ceiling duct props in the corner, I would make them more apparent or go for some other design which covers more of the ceiling. It's fun to have them wind around light props and such.So I had no internet for hours. And OOPS I DETAILED BLU SPAWN ON SUNRISE
The ceiling supports were more added for pizazz than realism. I was planning on going back and making them a bit more realistic. I was gonna have more ventwork around the spawn area, but I was having some trouble with the props, so I might not do that. As for those tiles, I think they look fine, but I see your point.Those ceiling supports are probably too thin and too far away from the ceiling. I would raise them and make them wider/thicker. Also, instead of keeping those ceiling duct props in the corner, I would make them more apparent or go for some other design which covers more of the ceiling. It's fun to have them wind around light props and such.
Another note which isn't that big of a deal is that the tile floor you're using is mostly used sparingly in that spawnroom theme. Or, it indicates some important area or smaller room. Larger rooms use the fainter, white tiles instead. This is just if you want to keep consistent with the other maps.
If you study the stock maps with this theme you'll probably see what I mean.
example