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Posted: Sat Apr 03, 2010 1:04 am
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 :)

Posted: Sun Apr 04, 2010 4:01 pm
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.

Posted: Sun Apr 04, 2010 8:35 pm
by Taz
Looks nice rejecht!

Posted: Mon Apr 05, 2010 11:40 am
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.

Posted: Mon Apr 05, 2010 12:36 pm
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?

Posted: Mon Apr 05, 2010 3:15 pm
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!

Posted: Mon Apr 05, 2010 4:02 pm
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 ;)

Posted: Mon Apr 05, 2010 10:32 pm
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.

Posted: Sat Apr 10, 2010 7:39 am
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. ;)

Posted: Sat Apr 10, 2010 4:44 pm
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

Posted: Tue Apr 13, 2010 3:42 pm
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!

Posted: Wed Apr 14, 2010 5:31 pm
by blOb
Good progress with the map rejecht :thumb:

But why have you not been on freeon madness latley? :(

Posted: Thu Apr 15, 2010 5:36 pm
by rejecht
Thanks!
Simple. Other distractions. :)

Posted: Mon Nov 15, 2010 10:55 pm
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
.
.
.

Posted: Tue Nov 16, 2010 12:21 am
by Van
Hi Diehard.....good to see you. Hope you are doing OK.