DM-Elsinore]i[ [Pics] [Beta]
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PingKing
- Posts: 662
- https://www.facebook.com/warszawa.kuchnie.na.wymiar/
- Joined: Fri Dec 29, 2006 9:14 pm
- Location: England
That's cool.PingKing wrote:Ah ok then was just checkingbecause I hate trying to see the little red people bouncing all over the shop in a super red area
Here's what beta3 looks like, though. I have updated the screen shot.

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!
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}TCP{Cloud
- Posts: 1149
- Joined: Mon Aug 16, 2004 5:02 pm
- Contact:
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partydevil
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.
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.
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.
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!
Darkened the map.
Slideshow:
http://s739.photobucket.com/albums/xx39 ... =slideshow
Lava Hall

Mystery Hall

Lava Hall (lift)

Now it's dark.
Slideshow:
http://s739.photobucket.com/albums/xx39 ... =slideshow
Lava Hall

Mystery Hall

Lava Hall (lift)

Now it's dark.
Die, ugly bags of mostly water!
- }TCP{Snowbird
- Posts: 3007
- Joined: Tue Nov 22, 2005 5:09 pm
- Location: Germany
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
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.
I'm the mapper, he's the DJ
Fresh Prince: Will Smith
Fresh Prince: Will Smith
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!
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!
- DìèHárd»§ÇW§
- Posts: 77
- Joined: Sun Feb 09, 2003 12:35 pm
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
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