DM-Elsinore]i[ [Pics] [Beta]

If u have any maps u made or just some u think are worth sharing Post em here
PingKing
Posts: 662
https://www.facebook.com/warszawa.kuchnie.na.wymiar/
Joined: Fri Dec 29, 2006 9:14 pm
Location: England

Post by PingKing »

Ah ok then was just checking :D because I hate trying to see the little red people bouncing all over the shop in a super red area :)
User avatar
rejecht
Posts: 216
Joined: Sun Nov 09, 2008 7:24 am
Location: .no
Contact:

Post by rejecht »

PingKing wrote:Ah ok then was just checking :D because I hate trying to see the little red people bouncing all over the shop in a super red area :)
That's cool. :)
Here's what beta3 looks like, though. I have updated the screen shot.
Image

I have received more feedback on this, and I'll try changing the lighting anyway, so it's a battle between red and dark purple (sky). The original map is very dark, though.
Die, ugly bags of mostly water!
Taz
Posts: 2848
Joined: Wed Sep 24, 2003 3:29 pm

Post by Taz »

Looks nice rejecht!
}TCP{Cloud
Posts: 1149
Joined: Mon Aug 16, 2004 5:02 pm
Contact:

Post by }TCP{Cloud »

Great job on beta3 (specially the underwater hidden passage part), but i think the rest.. its to bright and all, better stay more close to beta2, wich was better imo.
partydevil

Post by partydevil »

is this red room in beta3? :shock:

the lava is the best looking lava ive seen in any ut map
but does it need to light the entire room red?
Taz
Posts: 2848
Joined: Wed Sep 24, 2003 3:29 pm

Post by Taz »

I played the map last night, and it looks amazing, really. Might be too bright in that one room, and it's somehow easier to fall into the lava :P But nice work!
User avatar
NmS
Posts: 1074
Joined: Fri May 30, 2008 12:59 am

Post by NmS »

atleast you can get out of the lava now, that is the biggest plus point. I cannot comment on the graphics or brightness of the map. I get every detail set to low and set the brightness and gamma so that everything is nice dark. That way I can see my pink brightskins better ;)
User avatar
rejecht
Posts: 216
Joined: Sun Nov 09, 2008 7:24 am
Location: .no
Contact:

Post by rejecht »

Thanks for the feedback! :)

Lava Hall--I'll probably redo the lighting. The red was exaggerated to cast a glow on the area--danger! I'll do some excursions to places with magma to figure out how much light it emits. :P
Darkness--The original is very dark, though. No light at all in places. The mystery hall might get darkened a bit more, though.


Did the lift in the lava hall cause any trouble, by the way? It's supposed to prevent the situation where a player gets frozen on the lift, bumping into the ceiling, causing the lift to bump up and down.
Die, ugly bags of mostly water!
User avatar
rejecht
Posts: 216
Joined: Sun Nov 09, 2008 7:24 am
Location: .no
Contact:

Post by rejecht »

Darkened the map.

Slideshow:
http://s739.photobucket.com/albums/xx39 ... =slideshow

Lava Hall

Image

Mystery Hall

Image

Lava Hall (lift)

Image

Now it's dark. ;)
Die, ugly bags of mostly water!
User avatar
}TCP{Snowbird
Posts: 3007
Joined: Tue Nov 22, 2005 5:09 pm
Location: Germany

Post by }TCP{Snowbird »

Hey reject, sorry that I have not been here latley.

The darkened areas look allot better. More natural, and the players will stand out a bit more. It is often very tricky to get the right balence in
the lighting.

If I might add a comment, it might even be good to put a few brown/gold high radius, low intense lights in. It would brighten up the darker areas,
without giving the effects of the red lava glow away. And it might help to get the shocking effect away from the "glowing" blue health that u see
in the last picture.

Great job man, and I would love to explore it tomorrow. Sunday, I have a bit more free time. ;) Frank
I'm the mapper, he's the DJ

Fresh Prince: Will Smith
User avatar
rejecht
Posts: 216
Joined: Sun Nov 09, 2008 7:24 am
Location: .no
Contact:

Post by rejecht »

Good point, I didn't think much about that last screen shot.
The powerups come with static lighting off/unlit on, so I guess that's the norm, but the contrast is quite big there.
I tend to use nonincident lights for that purpose, like adding ambient light effects, like light bouncing off walls.

Thanks!
Die, ugly bags of mostly water!
blOb
Posts: 6
Joined: Sun Jul 26, 2009 2:11 pm
Location: UK

Post by blOb »

Good progress with the map rejecht :thumb:

But why have you not been on freeon madness latley? :(
User avatar
rejecht
Posts: 216
Joined: Sun Nov 09, 2008 7:24 am
Location: .no
Contact:

Post by rejecht »

Thanks!
Simple. Other distractions. :)
Die, ugly bags of mostly water!
User avatar
DìèHárd»§ÇW§
Posts: 77
Joined: Sun Feb 09, 2003 12:35 pm

Post by DìèHárd»§ÇW§ »

Well, a bit late, but is this the same map that has been discussed on Beynd Unreal. If not, i proposed to that guy to give him the high res textures i have like the carpet and the green spawnpoint thingy like this one: Sspirmu1.jpg
.
.
.
Van
Posts: 873
Joined: Tue Apr 29, 2003 1:13 am

Post by Van »

Hi Diehard.....good to see you. Hope you are doing OK.
Post Reply