Wow, thanks for the input, guys.
yes i know how to get alpha mask in a animated texture, you need vtex and you need to export every image with the alpha mask in 32bit Targa file's (.TGA) than just use the vtex animator compiler and your done, if you can't figure this out, just send me the textures and i will do it for you :)
Ps: can you send me the custom clock want to have a look :)
Fucking VTEX. All files had their alpha mask and still wouldn't compile correctly. I then then came upon the smart idea to just use the import function of VTFEdit instead of a VTEX batch file. I don't know what VTEX's problem was, but with VTFEdit it works now.
For the clock, theres not much to see. You would have to compile it first. It's a modfied countdown from portal: http://www.interlopers.net/tutorials/25686
But if you still want it...
The model itself is rather unspectacular.
another idea would be to have an elevator like on the show go down a couple levels say to the other observation area the large dome or the brain chair :-) room ill do some work on sounds tonight when it cools off.. to freaking hot right now to do anything
If you look at the overview, on the right side of the "storage room" letters there are two seperated corridor parts. That's my elevators. Although for now they are just teleporters to simplify matters. There is another one right to the "a nexus" caption, but not working yet.
What other observation area? The room with the one big window Eli and Chloe found on the run?
Looks good, but those screenshots of the gateroom hurt my eyes, literally. Maybe tone down the white lights everywhere a little?
Agreed, the lights aren't lighting that much on the show
Yes yes yes, that's the result of default HDR and $selfillum values. To be honest, turning off HDR makes it look better. :/

By the way, what is the face/brush count like on the map? With that many curves in it etc. the map must be pretty damn large (brush limit wise)
Code:
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 166/1024 7968/49152 (16.2%)
brushes 5348/8192 64176/98304 (65.3%)
brushsides 47596/65536 380768/524288 (72.6%)
planes 28554/65536 571080/1310720 (43.6%)
vertexes 25286/65536 303432/786432 (38.6%)
nodes 3480/65536 111360/2097152 ( 5.3%)
texinfos 569/12288 40968/884736 ( 4.6%)
texdata 146/2048 4672/65536 ( 7.1%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 11188/65536 626528/3670016 (17.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 9448/65536 529088/3670016 (14.4%)
leaves 3647/65536 116704/2097152 ( 5.6%)
leaffaces 13742/65536 27484/131072 (21.0%)
leafbrushes 7928/65536 15856/131072 (12.1%)
areas 6/256 48/2048 ( 2.3%)
surfedges 94932/512000 379728/2048000 (18.5%)
edges 64287/256000 257148/1024000 (25.1%)
LDR worldlights 451/8192 39688/720896 ( 5.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 2090/32768 20900/327680 ( 6.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 46275/65536 92550/131072 (70.6%)
cubemapsamples 64/1024 1024/16384 ( 6.3%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1901540/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 43396/16777216 ( 0.3%)
entdata [variable] 292682/393216 (74.4%)
LDR ambient table 3647/65536 14588/262144 ( 5.6%)
HDR ambient table 3647/65536 14588/262144 ( 5.6%)
LDR leaf ambient 10560/65536 295680/1835008 (16.1%)
HDR leaf ambient 3647/65536 102116/1835008 ( 5.6%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/47322 ( 0.0%)
pakfile [variable] 5361837/0 ( 0.0%)
physics [variable] 1866446/4194304 (44.5%)
physics terrain [variable] 2/1048576 ( 0.0%)
Note: this data is from the version I compiled for the screenshots. Not included is all the hidden stuff.
About ents, isn't it possible to add an extra Lua addon to go along with the map that will spawn ents around Destiny? So if you have addon, it removes models and spawns ents, if you don't, then it keeps the models.
Yes, that's what I meant in my response to Madman07. I just have to wrap my head around lua first (or kick my ego in the ass and take help from someone else...).
U mean that you will release the map 28 september
Is that a question or exclamation?
Please get a dictionary and look up the terms "hopefully" and "close to", then read again.
The map looks good so far...
but there are a few things that look kind of unneccessary to me at the moment,
which in return, could be made of textures instead to spare you some brushes for other things.
For once,...the detail on the ceiling:
you could do that with custom textures instead,
aswell as the brushes which stick out of the wall:
I don't see problems there, yet, as those are no brushes. Alot of what you see there are models and there are still some func_detail candidates to turn into models.
You should see how it looks when I hide the props and func_details in hammer.