That's a EnvMap in fact, I did it with Terragen. EnvMaps usually have one problem in Ut: They look much too low-res. In fact they usually are, because they are just 6 256 square textures. I worked around this by using nine tiles per face, making for a grand total of 54 textures just for this skybox!
Most not brand-new graphic cards tend to scale 512 square textures down using the mips, but this produces the same result as using a 256 square texture... So I thought of this solution. It has a problem though: It doesn't look good in 16BPP mode. I had to bring all of them textures down to one palette, so there would be no edges... this caused some color problems, as before there were 7010 unique colors, and these have to be resampled to 256...
![Frown :( :(](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
But nevermind, I've lost my track. What have we been talking about?
Oh yes, architecture! I'll definitely check your map out when I find the time (on the weekend?). I already have a strong light behind those windows in fact, it's just too far away to produce nice shadows on the floor. and if I put it closer, it always looks weird, cause sunlight usually comes in (almost) parallel. I've already used Spotlights in some other maps to get around this...
I'll also consider that with the floor, thanks for pointing out!
And I really like the warning texture! Well, no, but I was hurrying myself to get that ceiling done, so I just chose what fit.
![Smile :) :)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
It will be reconsidered!
Thanks for feedback! Lugg