co_prevail (working title atm)

WhiteKnight1WhiteKnight1 Join Date: 2005-01-10 Member: 34765Members
<div class="IPBDescription">Map WIP</div>Ok i thought i lost this map in my last format, but i found it a few days ago and im going to continure working on it.

Here are some screenies of it so far...


<img src="http://img341.imageshack.us/img341/9328/colong0005ii6.jpg" border="0" class="linked-image" />

<img src="http://img74.imageshack.us/img74/5852/colong0007lg4.jpg" border="0" class="linked-image" />

<img src="http://img261.imageshack.us/img261/1138/colong0001kj2.jpg" border="0" class="linked-image" />

Comments

  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    The lack of light being emitted by so many brightly lit texture lights looks odd.
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    Exactly what I was going to say.

    Add them to your lights.rad, even with low values, and see how it turns out. You might have to turn down your regular lights, but the end result will not only look more natural, but I bet the variations will make it look way better. You'll likely have to remove a lot of the lights though, since right now they're being used more as trim textures than lights. Maybe remove two out of every 3 lights, replacing them with trim.
  • t0x1kw4st3t0x1kw4st3 Join Date: 2008-04-27 Member: 64167Members
    Cool map. Looks like an interesting ride. Do you have a map overview to share with us?
  • WhiteKnight1WhiteKnight1 Join Date: 2005-01-10 Member: 34765Members
    I havent used a single light in it yet.

    Its all being lit by the lights.rad


    Tips?
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    lights.rad is useful however I find well placed light_spots and light entities are much more useful and powerful.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited May 2008
    --- and controlable

    You could increase the light intensity of the lights.rad, but this will also increase the color/light casted into the room from the light textures

    Or you could put individual light entities in front of the lights to simulate the glow it should have without increasing the ambient light casted from the textures

    As Thaldarin said, light spots are also very powerfull to make your lighting come alive, just make sure you are not going to create a disco lighting theme with these neon lights <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> (white spots ftw here)


    On a sidenote, the 2nd screenshot reminds me of an action half-life map called ahl_endlrainhc. Not the architecture, but the lights and colors used
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--quoteo(post=1677334:date=May 1 2008, 04:58 PM:name=Kouji_San)--><div class='quotetop'>QUOTE(Kouji_San @ May 1 2008, 04:58 PM) <a href="index.php?act=findpost&pid=1677334"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->On a sidenote, the 2nd screenshot reminds me of an action half-life map called ahl_endlrainhc. Not the architecture, but the lights and colors used<!--QuoteEnd--></div><!--QuoteEEnd-->

    Reminds me more of an awful HL1 ZP Map... the disco one <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • WhiteKnight1WhiteKnight1 Join Date: 2005-01-10 Member: 34765Members
    edited May 2008
    I have added some lights into it now and i toned down the lights.rad

    Im having a bit of trouble in one of the rooms though atm, its a fairly large room and im trying to keep the entire room free of clutter.

    Im also having trouble lighting this room as its so big.



    Any ideas?

    This is the room, and as you can see, the lighting looks crap.

    <img src="http://img247.imageshack.us/img247/6231/colong0010nj9.jpg" border="0" class="linked-image" />


    I have been fiddling with the lighting and other bits with this room and i have come up with this:

    <img src="http://img80.imageshack.us/img80/7955/colong0011tz6.jpg" border="0" class="linked-image" />
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    You need a more uniform lighting scheme. Bright blue and bright green don't mix and stick out like an eyesore. If you must use color, use a more suttle and darker color over a large area instead of small isolated areas.

    Take a look at the hives in ns_veil, they have blues and reds that go quite well together.
  • Jackson3113Jackson3113 Join Date: 2008-05-16 Member: 64272Members
    from those first screens, its like some crazy rainbow party of the kind that belongs in a Japanese arcade machine, do what gigabyte said. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    edited May 2008
    <!--quoteo(post=1678705:date=May 16 2008, 10:39 AM:name=GiGaBiTe)--><div class='quotetop'>QUOTE(GiGaBiTe @ May 16 2008, 10:39 AM) <a href="index.php?act=findpost&pid=1678705"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You need a more uniform lighting scheme. Bright blue and bright green don't mix and stick out like an eyesore. If you must use color, use a more suttle and darker color over a large area instead of small isolated areas.

    Take a look at the hives in ns_veil, they have blues and reds that go quite well together.<!--QuoteEnd--></div><!--QuoteEEnd-->/agree

    Try to keep to 1 or two prevailing (pun had to be made) colours and then use some smaller, brighter lights in a different colour to pick out areas of the room that need highlighting.
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