===== From ddonegan@fix.net: That is SO cool! :-) ===== From jgoeson@msn.com: Great interpretation! ===== From jaime@ctav.es: Nice idea, but a bit simple realized. ===== From gmccarter@hotmail.com: Excellent dynamic point of view. Strange "light bleed" around the edge of the light frames, but it looks nice. The fluorescent tubes should have ambient 1.0 to make them glow brightly. ===== From wozzeck@club-internet.fr: Interesting idea: your explaination is worth reading! The room is a little simple: a pacdoom would have had those horrible repetitive brick texture. BTW, 15 hours is not that much... just a bit long! ===== From dick@buckosoft.com: Great story. ===== From bsieker@techfak.uni-bielefeld.de: Quake-like games usually have textured walls and ceiling. The light sources themselves, if they light the rest of the scene, must almost blind the viewer (i. e. they must be the brightest part of the image, probably with a slight halo around them.) ===== From Martin.Magnusson.7121@student.uu.se: Great idea! ===== From arcana@sinbad.net: Loved the pacman and ghost. Hated the lights. :{) ===== From msfl.bf@fasonet.bf: ROFL! ===== From peter@table76.demon.co.uk: At first, I thought Pac-Man had a rocket engine at the back, but your .txt file explained what I was looking at. ===== From r@dialup83.webbernet.net>: High marks for originality. Room needs random gore and a darker feel for proper atmosphere. Teeth are too flat. The camo ghost is a very clever touch. In my top ten. Notable for originality, textures, composition