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[GoW] SP - H.O.P.E Chapel

  • Serenius
  • December 1, 2009 at 5:46 AM
  • Serenius
    • December 1, 2009 at 5:46 AM
    • #1

    Hello Mapcore!

    This is my first map since the days of Dark Forces and Doom. I spent the last few months learning the UT3 editor and put together a simple "2 rooms joined by a corridor" level, which has slightly expanded from that concept after the initial design. This project is in the final stages of development, with mostly bug fixing and adding in details for better atmosphere remaining. I'd love to get some candid feedback from the community on this project if possible.

    Link to download: http://www.moddb.com/members/serenius/a ... hapel-beta

    Screenshots:

    [Blocked Image: http://i718.photobucket.com/albums/ww189/H…0Chapel/HC1.jpg]

    [Blocked Image: http://i718.photobucket.com/albums/ww189/H…0Chapel/HC2.jpg]

    [Blocked Image: http://i718.photobucket.com/albums/ww189/H…0Chapel/HC3.jpg]

    [Blocked Image: http://i718.photobucket.com/albums/ww189/H…0Chapel/HC4.jpg]

    [Blocked Image: http://i718.photobucket.com/albums/ww189/H…0Chapel/HC5.jpg]

    [Blocked Image: http://i718.photobucket.com/albums/ww189/H…0Chapel/HC6.jpg]

  • Aalexanderrr
    • December 1, 2009 at 10:11 AM
    • #2

    My main complaint is that the place looks way too clean. Unnaturally clean and intact for this kind of building. Make certain parts look destroyed – adding couple of broken wall segments would do the trick.

    Light looks kinda bland as well - Is it white color that I’m seeing? Aside from being unnatural, it is also very boring to look at. Throw in more contrast – orange ( hmm, fire ) , cyan ( lamps) or perhaps something else that doesn’t look boring.

  • Psy
    • December 1, 2009 at 11:22 AM
    • #3

    Your lighting is far too bland. You don't have to add so many lights to completely omit all shadows.

  • -HP-
    • December 1, 2009 at 1:07 PM
    • #4

    it looks like a well built map, but this is how the lighting looks to sum it up:

    [Blocked Image: http://i50.tinypic.com/15ewtoi.jpg]

    That's the only color I see in there is there. GoW syndrome.)

    Needs at least a couple of more colours! I would aim to a few warmer colours, like add a few torch lights to give it mood and contrast. Working in that engine / game is no excuse, I'm sure you can make it look a lot more interesting, something like this

    [Blocked Image: http://i49.tinypic.com/20g0hh4.jpg]

  • Serenius
    • December 1, 2009 at 3:16 PM
    • #5

    Originally I had used yellow as the primary lighting color, but everything came out looking ugly and way too brown. I changed to light blue as the primary color to liven it up a bit, but it sounds like I need to figure out some creative light sourcing to work in more secondary color.

    I'll also be doing a detail pass for a more destroyed building look now that most of the other elements of the map are where I'm happy with them.

    Thanks again for the feedback!

    As a side note, anyone know how to make the editor viewport in Unreal 3 match the brightness of the game with default graphics settings? It's way brighter in the editor than the game itself.

  • Aalexanderrr
    • December 1, 2009 at 3:26 PM
    • #6

    Well, the idea is that ( at least in UT99 mapping) you use 2 main light colors and 1 additional. Additional is usually used to highlight something important. That's how I usually do it, at least.

  • Serenius
    • December 1, 2009 at 8:49 PM
    • #7
    Quote from Aalexanderrr

    Well, the idea is that ( at least in UT99 mapping) you use 2 main light colors and 1 additional. Additional is usually used to highlight something important. That's how I usually do it, at least.

    That's the approach I was using, but I need to be more liberal with the secondary colors.

    [Blocked Image: http://i718.photobucket.com/albums/ww189/Hadishi_Serenius/Gears%20of%20War%20-%20HOPE%20Chapel/HC2.jpg]

    Thinking over it, I used a primary color (light blue), then 1 highlight to draw attention to the stairs and door to the second area (reddish orange from the fire), then used a second highlight to draw attention to the side corridor (yellow from the stained glass windows). Needs secondary color. Should be fun to play around with it tonight, along with seeing if I can reduce the number of lights for better shadow contrast.

    Thanks again everyone.

  • Serenius
    • December 2, 2009 at 6:48 AM
    • #8

    Using the feedback given, I've played around with the lighting and the post processing a bit. Improvement?

    [Blocked Image: http://i718.photobucket.com/albums/ww189/Hadishi_Serenius/Gears%20of%20War%20-%20HOPE%20Chapel/HC-Relit1.jpg]

  • -HP-
    • December 2, 2009 at 9:53 AM
    • #9

    Ok, here's what I meant btw!

    [Blocked Image: http://i47.tinypic.com/2n2191j.jpg]

    Then again, It's just a suggestion. Contrast is always important.

  • Serenius
    • December 2, 2009 at 5:03 PM
    • #10

    It's like the final gear just clicked into place in my head. Thanks, HP.

  • Serenius
    • December 3, 2009 at 7:26 AM
    • #11

    I didn't think it was possible, but I think I got it. Might need to brighten it up a bit though.

    [Blocked Image: http://www.burninationclan.com/fileshare/files/15/HC-Relit2.JPG]

  • -HP-
    • December 3, 2009 at 9:37 AM
    • #12

    Nice man!

  • Serenius
    • December 3, 2009 at 2:57 PM
    • #13

    Thanks for taking the time to push a clueless rookie in the right direction.

  • KoKo5oVaR
    • December 4, 2009 at 12:34 AM
    • #14

    Very cool serenius, awesome improvement on the lighting ! never forget to use complementary colors (opposing colors in the round) in every composition you do

    [Blocked Image: http://www.ext.colostate.edu/pubs/garden/gardimg/07238f01a.jpg]

    Which you actually did on your screen, orange-blue, yellow-violet; but let's say it's a reminder

  • Serenius
    • December 4, 2009 at 6:56 AM
    • #15

    Played around with it a bit more tonight. Trying to keep the contrast and color schemes going with a more natural look.

    [Blocked Image: http://i718.photobucket.com/albums/ww189/Hadishi_Serenius/Gears%20of%20War%20-%20HOPE%20Chapel/HC-Relit3.jpg]

    [Blocked Image: http://i718.photobucket.com/albums/ww189/Hadishi_Serenius/Gears%20of%20War%20-%20HOPE%20Chapel/HC3-Relit.jpg]

    [Blocked Image: http://i718.photobucket.com/albums/ww189/Hadishi_Serenius/Gears%20of%20War%20-%20HOPE%20Chapel/HC4-Relit.jpg]

  • sarge mat
    • December 4, 2009 at 5:17 PM
    • #16

    yea if you can hit a nice middle ground it will be sweet!

  • Serenius
    • December 6, 2009 at 9:39 AM
    • #17

    Finally finished redoing the sanctuary. Would love to get any more positive/negative feedback from you fine folks before I move on to putting in the destroyed building/atmospheric details.

    [Blocked Image: http://i718.photobucket.com/albums/ww189/Hadishi_Serenius/Gears%20of%20War%20-%20HOPE%20Chapel/HC5-Relit.jpg]

    [Blocked Image: http://i718.photobucket.com/albums/ww189/Hadishi_Serenius/Gears%20of%20War%20-%20HOPE%20Chapel/HC6-Relit.jpg]

  • Lord Ned
    • December 6, 2009 at 7:00 PM
    • #18

    Lack of contrasting colors!

  • Nineaxis
    • December 6, 2009 at 7:52 PM
    • #19
    Quote from Lord Ned

    Lack of contrasting colors!

    Yeah, it just looks like everything is dull and blue, or dull and yellow.

    Also, the white lights (I mean the glow sprite) from the earlier images are still ugly. Give them color like HP suggested.

  • Serenius
    • December 7, 2009 at 3:55 PM
    • #20

    Thanks guys. I think I'll have to junk the spot lights and put an orange light over the dais, along with yellow floor lights running the main walkway. I'll see what I can do about adding in contrasting ambient lighting as well. Thanks again for the feedback. This particular room has been a real challenge.

    I finally figured out how to adjust the color of the glow spheres last night too.

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