Re: skele_lair
Posted by Tracer Bullet on
Mon Jan 5th 2004 at 5:17am
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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 Cassius on
Mon Jan 5th 2004 at 6:42am
Cassius
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/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.
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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
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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
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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.)