Quote Originally Posted by Siliconmaster482 View Post
My thought behind the new design is that a teleporter wouldn't just be hanging out on a pad, it would be in a back room similar to Gephyrophobia. Also, it being a whole facility and such, there would be other areas in the map players either can't get to, or are unused by gameplay. The second doorway is one such example, similar to the side doorways in 343 Guilty Spark. I may place a locked door there, and fill it with covenant crates or something similarly atmospheric. I can also use crates and lighting to direct players to the correct door pretty easily.
Put a closed door there, they look more interesting IMO (and maybe a light glowing red over it and a light glowing green over the open one just to make it doubly obvious and draw their eye more?). Also, the landing pad needs some kind of support underneath it, it shouldn't just stick out like that with nothing holding its weight.

Quote Originally Posted by Siliconmaster482 View Post
Still needs work, the reflex angled section at the right angle (between the horizontal and vertical section) isn't steep enough and the intrusion underneath it shouldn't be there (refer to the suggestion up there ^).
Does look better though.