Serenius Posted December 1, 2009 Report Posted December 1, 2009 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: Quote
Aalexanderrr Posted December 1, 2009 Report Posted December 1, 2009 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. Quote
Psy Posted December 1, 2009 Report Posted December 1, 2009 Your lighting is far too bland. You don't have to add so many lights to completely omit all shadows. Quote
-HP- Posted December 1, 2009 Report Posted December 1, 2009 it looks like a well built map, but this is how the lighting looks to sum it up: 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 Quote
Serenius Posted December 1, 2009 Author Report Posted December 1, 2009 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. Quote
Aalexanderrr Posted December 1, 2009 Report Posted December 1, 2009 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. Quote
Serenius Posted December 1, 2009 Author Report Posted December 1, 2009 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. 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. Quote
Serenius Posted December 2, 2009 Author Report Posted December 2, 2009 Using the feedback given, I've played around with the lighting and the post processing a bit. Improvement? Quote
-HP- Posted December 2, 2009 Report Posted December 2, 2009 Ok, here's what I meant btw! Then again, It's just a suggestion. Contrast is always important. Quote
Serenius Posted December 2, 2009 Author Report Posted December 2, 2009 It's like the final gear just clicked into place in my head. Thanks, HP. Quote
Serenius Posted December 3, 2009 Author Report Posted December 3, 2009 I didn't think it was possible, but I think I got it. Might need to brighten it up a bit though. Quote
Serenius Posted December 3, 2009 Author Report Posted December 3, 2009 Thanks for taking the time to push a clueless rookie in the right direction. Quote
KoKo5oVaR Posted December 4, 2009 Report Posted December 4, 2009 Very cool serenius, awesome improvement on the lighting ! never forget to use complementary colors (opposing colors in the round) in every composition you do Which you actually did on your screen, orange-blue, yellow-violet; but let's say it's a reminder Quote
Serenius Posted December 4, 2009 Author Report Posted December 4, 2009 Played around with it a bit more tonight. Trying to keep the contrast and color schemes going with a more natural look. Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.