Darker Maps = More Contrast (sometimes)

BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
<div class="IPBDescription">But more lit maps are easier to play...</div> So what is better? I've found i do rather well on eclipse and nothing, but i just suck big-time on Bast. No offense to Relic of course. I love that map, but i just feel like i can't see the aliens (specially skulks. the ground is hardly lit at all) Somewhat the same with Nancy. Anyone else find this to be the case? Anyone totally disagree with me?

Belg

Comments

  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    Hmm... bast is, IMO, the prettiest map of them all in terms of

    I'd say that eclipse is one of the brighter maps, nothing is one of the darker (in some places), nancy is overall bright, and tanith is overall bright.

    I like contrast, bland lighting is bad both light and dark. (Bland dark is just ugly and stuffy, bland light is ugly.) I like nothing's light styles the best; it's good with alternating bright and dark strips. Only in a few places (like the corridors around powersilo) might you see a little bit of bland lighting, but everything else is just beautiful.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    edited April 2003
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->So what is better?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I don't think NS maps should be overly dark, <i>or</i> overly bright. The NS Mapping Guidelines mention that mappers should strive to create environments that <i>feel</i> dark, but actually aren't dark. I feel like I've said it a million times, and I know that it must be starting to annoy some people, but this is done by adding massive amounts of <b>contrast</b> to the levels. As in, bright light directly against dark shadows. It doesn't necessarily have to be in alternating bars or ribbons like in ns_nothing, either. NS_Bast has wonderful contrast in it without (in my opinion) being too dark OR bright. Nor does it use a gimmicky light-pattern theme. It's just very solid, well laid out lighting. I think a great example of this would be the "Main Aft Juction" area with the red space suits. The areas around the airlocks in that room are fairly dark, and the whiteish hallways leading away from it are very well-lit. The scene as a whole is gorgeous, and just screams NS. As an added plus, Relic used an abundance of little glowy signs and stuff around the area in the darker spots, adding another layer of nice visual contrast.
  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
    NS maps should not be bright. They need to have a dark, sci-fi atmosphere. However, I'm not refering to "pitch black" dark or maybe even "aliens" dark. You should be able to visually follow a skulk, at all times, in any part of the map without losing him completly due to the fact that darkness is obstructing your view (AKA, you MUST turn on the flashlight to see him).

    Do not make a map dark on purpose to:

    1. Give skulks an advantage.

    2. MAKE marines use their light scource to keep from running into things.

    You'll find this in a consistant pattern in all official NS maps.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    Argh, that flashlight is annoying!!

    Ever played Sven Co-op? Argh! Using that flashlight 70% of the time!!
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    Ken, I couldn't agree with you more. It's contrast that makes the lighting good, not light and dark.

    And bast does have great lighting indeed <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • AkashaAkasha Join Date: 2003-02-19 Member: 13755Members
    edited April 2003
    I come from a TFC mapping background and have just started in Ns mapping and was wondering if people use texture based lighting or entity based for there levels ?.
    If its texture based were can i get the lights.rad file or do i have to go to all the trouble of making one ?
    Personly i prefer a well lit map..i've seen tomany dark maps with spas inducing pulsing red/blue lights..comon ppl think of the people who have fits from flashing lights etc.
    Think Less eye strain more fun <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    ns_nothing has the best lighting and its not the lightning that affects nothings gameplay,
    Eclipse is gameplay > atmosphere
    Bast is atmosphere > gameplay
    I prefere atmosphere.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    edited April 2003
    <!--QuoteBegin--Ollj+Apr 27 2003, 02:38 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Apr 27 2003, 02:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    Eclipse is gameplay > atmosphere
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Bull****.

    Eclipse's atmosphere is hardly any different than Hera, which I've never seen <i>anyone</i> complain about, and isn't even <i>that</i> bright in the first place. I do believe that Eclipse is darker than about half of Hera.

    Unfortunately, people confuse "atmosphere" with "pitch black," and therefore for some strange reason the closer you are to complete darkness the more atmospherically impressive they think it is.

    I designed Eclipse to be atmospheric, just not quite the same way that others did with their own maps. It wouldn't be here if it 'didn't fit' NS as so many mindless forum drones claim.

    Oh, also, nice way of attacking Eclipse after my comment last night. Never seen you complain about it before.
  • AkashaAkasha Join Date: 2003-02-19 Member: 13755Members
    Love Eclipse btw can't wait for the new version <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    Absolutely. Ollj, go back and run around Eclipse. Notice the clever use of coloured lighting. Notice how it blends in, but still adds to the atmosphere. Look at all of Triad, and the Keyhole for that matter. Look at the cleverly placed steam pouring out of pipes. Notice the dark red corners.

    If that's not atmosphere, than nothing is.
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    <!--QuoteBegin--Akasha+Apr 27 2003, 08:37 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Akasha @ Apr 27 2003, 08:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I come from a TFC mapping background and have just started in Ns mapping and was wondering if people use texture based lighting or entity based for there levels ?.
    If its texture based were can i get the lights.rad file or do i have to go to all the trouble of making one ?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    <a href='http://www.btinternet.com/~chromea999/NS/nslights.rad' target='_blank'>This is ChromeAngel's .rad file</a> It has suggested light values, but you can always change them. Most of the lighting seems to be from textures, and there's also a lot of light_spot usage for atmosphere. Also, there's additional texture lighting support in merl's modified compile tools, which you can find at <a href='http://collective.valve-erc.com/' target='_blank'>Valve-ERC</a>. There's also Cagey's version of those tools in a webbed post in this forum.
  • AkashaAkasha Join Date: 2003-02-19 Member: 13755Members
    thanks <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    Ya, Ecplise is one of my favorite maps. I especially like all the secret passageways under the floorboards. And lighting isn't the only thing that makes atmosphere, ambient sounds do too, another thing I think eclipse did quite well with. Eclipse, Bast, and Nothing are probably my all time favorite maps because of the way the lighting, sounds, and gameplay worked.
  • emtegemteg Join Date: 2003-03-02 Member: 14207Members
    Akasha:
    make a new textfile with the editor and save it at lights.rad or <mapname>.rad in your WC/Hammer directory.
    Enter the texture names, the needed color values (RGB) and the brightnes in a range from 1 - 1000.
    thats it.

    On topic:
    I think eclipse has gameplay>athmosphere too. I love the use of lightning and smoke in eclipse, but the map "feels" not that much athmosperic.
    You get the most "feeling" in Hera. Why? this map "lives": look at reception, holo room and the rotating vents. There are also some not working lights and weldable (important i think) ventshafts, doors...
    My favorite maps are eclipse and hera. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • teh_Lurvteh_Lurv Join Date: 2003-02-04 Member: 13105Members
    I don't know too much of the HL engine to know if this would be feasable or not, but I would love to see a map that employed strobe lighting on hallways of a map. Similar to the effect in the Alien movie where the Klaxon was going off and the hallways were bathed in intermittent red lights. It would definately be a cool effect.
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