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Posted

haha ^^ yeah that's strange but there is a lot of different opinion about the map. there is also some people on a server I played the map that ask me to keep the night time :D

Actually I'm rushing out the end because I still need to fill a large part of the map until monday ARGH !! So I will not touch a lot the lighting until this is done.

Posted (edited)

Seldoon, that animated example you gave isn't adding contrast, it's adding light. Contrast is the difference between two things. In the case of mapping it usually means light (intensity and color) or textures. What you've done is brightened the scene and then changed the tone of the color. Your example isn't wrong, but we should be clear about the definitions of terms so as not to be confusing.

Indeed within the first filter I lowered the contrast and I increased the brightness. I messed up with the text while doing the animated gif. Anyway 3Dnj get the idea right now.

haha ^^ yeah that's strange but there is a lot of different opinion about the map. there is also some people on a server I played the map that ask me to keep the night time :D

The night set was kinda badass imo :v

Edited by Seldoon182
Posted

it seems really bipolar right now. its raining on a very sunny day but the rocks are extremely cooly lit, etc. seems to make virtually no sense I'm afraid. I would really sit back and rethink the lighting, perhaps going back to the night but just making the walls brighter

Posted (edited)

Ahah poor 3Dnj ^^, for me keep the lighting like that, and ditch the rain, but imo it's still too yellow at the outside, the indoor is well balanced now even if the red texture on the door looks a bit weird.

Edited by RaVaGe
Posted

I really like the way the spawn starts (with the boats and all). Feels very original. I prefer the last shot of the animated screenshot just to have yet another opinion :)

Posted

it seems really bipolar right now. its raining on a very sunny day but the rocks are extremely cooly lit, etc. seems to make virtually no sense I'm afraid. I would really sit back and rethink the lighting, perhaps going back to the night but just making the walls brighter

Since the impending deadline, wouldn't be probably more easy just to cut the rain effect for the contest, and then adjust for a final release?

Posted

I'd do some more work on the stones above the broken wall in the first screenshot. Bricks like that wouldn't have any mortar (or it wouldn't be strong enough to hold one up like that), so they'd just fall down. Maybe have them coming down but precariously still holding each up.

Posted (edited)

it seems really bipolar right now. its raining on a very sunny day but the rocks are extremely cooly lit, etc. seems to make virtually no sense I'm afraid. I would really sit back and rethink the lighting, perhaps going back to the night but just making the walls brighter

Since the impending deadline, wouldn't be probably more easy just to cut the rain effect for the contest, and then adjust for a final release?

yes i mean we have to consider the contest and the deadline. i would not presume to tell 3dnj how to do it, but i think if he can get something a bit more coherent (perhaps use aztec's settings? i mean its a pretty similar map to aztec? but then again aztec isn't that popular...) it's tough. a sunny aztec without rain sounds good to me, personally

edit: those screenshots above are a step in teh right direction. i would go with more green shadows though, the purple is a color i'm very biased towards liking, but it's an odd fit for this map

Edited by FMPONE

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