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Endurance By Greg "Flipout" Ward

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The only thing that I've been thinking about here, is that there aren't any strong light sources, the light feels very flat and grey (because of the grey textures). I always assumed this was before you got to do any lightpass though?


I usually do this with sunlight, if I have a sky, but you might not have that?

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The map currently looks epic but is very grey and confusing (complexity). Z(Rus) in his map defined environment by using colored lights. You used decal textures and other techniques to navigate player but some corridors look the same, they are narrow and create a maze. It's awesome when you get to the main logo room or to the "outside" area, but connections are extremly narrow and bewildering.


Amazing detail work and style!


I know its a detail but I saw some plants floating just above the ground 

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I think you've got a great base here, but one problem I have is the lighting again. It's very white and desaturated, with a lot of little pinlights everywhere. This creates tons of opportunities to use second and third colors in areas to create some much more interesting contrasts and scenes. Ideally, scenes will have two primary colors, and then the little white lights can tie different areas together as being one of your consistent motifs, but right now I just feel the map has no identity on the lighting side of things because it tends to be white with a few other random colors, but none of them carrying a lot of emotional weight for me. 


With that said, I still love what you've put together here. I just hope you continue to put some finishing touches on it ^^

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