skele_lair

skele_lair

Re: skele_lair Posted by Skeletor on Mon Jan 5th 2004 at 4:05am
Skeletor
312 posts
Posted 2004-01-05 4:05am
Skeletor
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312 posts 41 snarkmarks Registered: Dec 28th 2003 Occupation: Student Location: California
Well, I was reading a post in here and someone suggested that a poster create a hl map first to figure out VHE, etc. I decided to take that advice before I start working on maps for other mods.

Now I know this map is very simple/boxy, but I was mostly just creating it to check out texture lighting, and it went from there. These are a few screens:

User posted imageUser posted image
User posted image

They are probably very dark snaps, but that is kind of the nature of the map. If I do continue with this map //i definately think textures will be changed and brushes will be added to make it a little better on the eyes.

If you have any comments/suggestions, they are welcome!
Re: skele_lair Posted by Tracer Bullet on Mon Jan 5th 2004 at 5:17am
Tracer Bullet
2271 posts
Posted 2004-01-05 5:17am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
The thing that really jumps out at me is that the darkness and the light fixtures do not match. it's okay to have a dark map, but those light appear unnaturaly dim, it really looks odd.
Re: skele_lair Posted by Skeletor on Mon Jan 5th 2004 at 6:03am
Skeletor
312 posts
Posted 2004-01-05 6:03am
Skeletor
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312 posts 41 snarkmarks Registered: Dec 28th 2003 Occupation: Student Location: California
Tracer Bullet said:
The thing that really jumps out at me is that the darkness and the light fixtures do not match. it's okay to have a dark map, but those light appear unnaturaly dim, it really looks odd.
Do you mean put some light entities in there as well?
Re: skele_lair Posted by Cassius on Mon Jan 5th 2004 at 6:42am
Cassius
1989 posts
Posted 2004-01-05 6:42am
Cassius
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1989 posts 238 snarkmarks Registered: Aug 24th 2001
/me pets

This one looks very nice, but I think you should have there be definate areas of concentrated light - ie use light_spot or something of the like.
Re: skele_lair Posted by Campaignjunkie on Mon Jan 5th 2004 at 8:56am
Campaignjunkie
1309 posts
Posted 2004-01-05 8:56am
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
There's moody and atmospheric... And then there's just darkness. This kind of seems like the latter.

But, it's single-player I suppose, so it won't really be too annoying. And darkness is a great tool for creating, erm, fear, I guess. I agree with Cassius; light_spot is pretty useful for getting some good results. Might want to bring the light level of that room with the water up though - water DOES NOT get lit in the compile process and will always appear full-bright. The only solution really is to use a different texture or bring the light level up to compensate.

In general, though, spend more time detailing your walls. You put lots of polys into the archway, which looks nice I guess, but is really a waste. Make the walls more interesting. I would point you to ReNo's architecture tutorials, if they still existed. :razz:
Re: skele_lair Posted by Myrk- on Mon Jan 5th 2004 at 6:09pm
Myrk-
2299 posts
Posted 2004-01-05 6:09pm
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2299 posts 604 snarkmarks Registered: Feb 12th 2002 Occupation: CAD & Graphics Technician Location: Plymouth, UK
Just think of your map as being a real life place, and try and make it look like one with the lighting... Max Payne 2 (If you bump everything up graphically) is a real beauty for lighting. Try and use that game as sort of something to aim for.
Re: skele_lair Posted by Skeletor on Tue Jan 6th 2004 at 1:07am
Skeletor
312 posts
Posted 2004-01-06 1:07am
Skeletor
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312 posts 41 snarkmarks Registered: Dec 28th 2003 Occupation: Student Location: California
OK. Thanks. I added light_spot entities below the fixture (I took one out in the middle room and replace dthe ones in the big room with texture lighting that's a bit brighter.)