Your Opinion On Darkness

ThadenThaden Join Date: 2003-02-12 Member: 13458Members
<div class="IPBDescription">Is darkness "cover"</div> ok, In a perfect map with flashlights ON and no cheaters.. im possitive this would be "yes".

but.. would u say with the game the way it is, that having darkness (equivlent to moonlight at night, or even pitch black is certain areas) should be concidered "cover" when trying to balance map areas with one an nother.

Im making a map that takes place outdoors at a spaceship crash site. And am thinking darkness would be a fun/interesting way to balance the aliens lack of missle weapons.

Anyways, not sure if the map when its done will be "along with the story" ... but, would like to make a fun map with a bit of a twist.

Comments

  • CrAcKbRoCkCrAcKbRoCk Join Date: 2002-11-22 Member: 9619Members
    NS + Outside = BaDmojo
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    edited February 2003
    My opinion on darkness in NS maps is that it should be avoided for the most part. We're seeing a lot of extremely dark maps presented lately, and I don't think it's really the way to go. A lot of people are perhaps mistaking the concept of lighting <i>contrast</i> for that of <i>darkness</i>. In reality, there aren't a very large number of people that are going to find themselves enjoying a map that is so dark that you literally <b>need</b> to have your flashlight out in most of the time. It probably would be cool the first couple times through, but after that, I'm afraid people are going to start getting a bit sick of it. What one really should aim for when trying to create atmosphere with the lighting is contrast. Areas of very high light intensity directly against deep, rich shadows is what always comes out looking best here. It's why the env_gamma was created, heh. Pitch black maps, in which you can make out just the light sources and glows from monitors are, in my opinion, not the least bit atmospheric. Rather, just frustrating attempting to play in.

    Anyway, on the topic of the example you've provided, Thaden, I know my response isn't of much relevance. You expressed the desire to do something a little different, and just to clarify, my views here are only targeted towards those who are aiming at creating an in-theme NS level which they hope to be considered for official inclusion. If your intent is to do something different for fun, then have a blast, and go for it.

    Edit: In rereading, I'm afraid I went WAY offtopic here. Yeah, I think darkness makes <i>wonderful</i> cover. Though, I do still feel the need to state that it probably should be in isolated locations, or expressed through the shadows in a high-contrast area.
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    ... and ken20banks lays out the whole philosophy behind nothing. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    anyway, making a pitch black map is a bad idea. it will just annoy people. But having relative brightness and then one hallway in which the lights are totally knocked out is very atmospheric. what's more atmospheric is having that dark hallway with a single shaft of light running perpendicular to it, exposing an important place (ladder, or button) for anyone hiding in the darkness.
  • foolfool Join Date: 2003-01-18 Member: 12447Members
    i think you can use darkness as cover, only sometimes. Maybe its best if you use a strobe light. Thats what im doing. Its a corner sort of area, that skulks can hide pretty easy, but then again the light is blinking so its fair. If you want to know if dark is good or bad look for ns_saratoga_b1. its beta 1 but it is completely dark all over with weldable lights.
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