Posted by Le Chief on Sat Jun 16th 2007 at 7:31am
Ok cool, I'll have a little looky and mabye I can post some examples
Posted by mazemaster on Fri Jun 15th 2007 at 6:26pm
Look carefully at those "industrial" maps and you will probably see that the lighting is actually mostly white, and the "orange" you remember is just from a few smaller light sources.
[Edit] Here are some examples to check out:
Industrial sections of HL2 (eg: the levels where you are driving the boat)
Industrial sections of HL1 (eg: residue processing, blast pit, etc)
Pretty much every level in Quake 1
cs_industrywest
dm_swamplight
gasworks
Posted by Le Chief on Fri Jun 15th 2007 at 4:54pm
Lol
Not all maps can have white lighting. Industrial themed maps usally have yellowish/orange lighting, same with some outdoors maps. Whenever I make a jungle/forest map I always try to add green lights, theres heaps. Some maps need light light blue lighting as the primary light source. Not all maps are suited to white lighting. However for that tip I would say find a primary lightsource colour (white, yellow, green, blue) and than add the colour effects.
And I just finshed a set of dark maps for reddawn, and I would say that dark maps are darker than bright maps with heaps of shadows and other cool stuff

!!! Nuh I'm kidding ![]()
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Posted by mazemaster on Fri Jun 15th 2007 at 4:35pm
So, wayy back when I started mapping for HL1, a wise mapper gave me some great advice, so I will pass it on here.
First, the lighting for your map should be overwhelmingly white, with _subtle_ color effects to add feel. If you look at the top-notch maps with colored lighting, it may seem like they have a lot of colors, but if you really look closely and think about it, their lighting is mostly white.
Second, on the topic of darkness and shadows - even if you are going for a "dark" map, the map should be pretty bright. Again, if you look at great "dark" maps on the Quake/HL engine, (pretty much the whole of Quake 1 for example), they are actually fairly bright, but just feel dark through the texturing and mood.
Of course, there are no hard and fast rules here, so use your judgment.
Posted by Beetle on Fri Jun 15th 2007 at 3:54pm
I don't know whether you ported the textures along with it or if you just stretched them, but in both cases that's bad. I'll just assume they are stretched and say you shouldn't stretch em like that. Most of the textures appear out of focus and grainy/pixel-ly. But that being said, everyone has to start somewhere, and I've seen much worse. Oh, and I think you should be able to jump on the generator things.
Posted by Le Chief on Fri Jun 15th 2007 at 3:21pm
That screen shot on the top left of the screen looks original. So many times have I seen maps for half-life 1/2 that use the theme of campaign, eg: HL1 blackmesa, HL2 Citidal or someplace of city 17. Same textures same lighting. OMG!
Anyway I clicked on the link from the description above and looked at the screenshots there and they look like there from Half-life 1?
For some reason Snarkpit doesn't like Firefox, or something. I had to delete a bunch of HTML code that keeps appearing in this box, and I had to manually set the color to white. Anyway, here's Beta 1 of DM_Convulsion
Filefront link

