If most ppl suggest to make it brigher, make it brighter. If some ppl wand it darker make it darker. If some ppl want less colors make less collors and more white instead, and the other way around.
A few "realistic shadows" and dmall dark hiding spots are always welcome.
<!--QuoteBegin--Ollj+Mar 14 2003, 12:12 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Mar 14 2003, 12:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If most ppl suggest to make it brigher, make it brighter. If some ppl wand it darker make it darker. If some ppl want less colors make less collors and more white instead, and the other way around.
A few "realistic shadows" and dmall dark hiding spots are always welcome. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I disagree.
Everyone's monitors are different. Some people have no clue on how to adjust brightness and contrast at all. Pretty sad if ya ask me. Everyone has their own tastes too. Some (like myself) prefer darker, creepy maps. Some like it so bright you might as well have the map with fullbright.
By default light level, do you mean ambient light? If you mean ambient light, then don't use it. Ambient light is only good for specific situations where you don't want complete darkness in even the most hidden shadows.
Use ambient light and I may be forced to attack you.
Re: lighting in maps...I urge that you (anyone) stay away from using white lights everywhere (how boring are they beginning to get? everything looks so grey and washed out) and instead opt for a tint of any colour of your choice. It depends on what kind of atmosphere you're trying to achieve in your map...I opted to use lots of 'tungsten' lights in Hera because of the warm look they give off, but if your map is in an industrial hearted complex or ship, then colder, bluer lights may be the better choice. Stay away from using extreme levels of colour unless done sparingly.
Without turning this into a lecture on colour (which I'm sure I'd completely fail to do), to keep things simple when starting your map, I suggest deciding on three different lighting styles (and sources) which compliment each other and using them for the main lighting until you get ideas for other things to include. Don't be afraid to splash some vibrant colours around, so long as they sit alongside the existing lighting and don't swamp it (and also don't look out of context, eg, if you have a red light somewhere, make sure it has a determinable source, even if you can't see it (i.e. backlighting))
Also make sure there is some variation in the lighting to keep the player's eye interested.
Comments
If some ppl wand it darker make it darker.
If some ppl want less colors make less collors and more white instead, and the other way around.
A few "realistic shadows" and dmall dark hiding spots are always welcome.
If some ppl wand it darker make it darker.
If some ppl want less colors make less collors and more white instead, and the other way around.
A few "realistic shadows" and dmall dark hiding spots are always welcome. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I disagree.
Everyone's monitors are different. Some people have no clue on how to adjust brightness and contrast at all.
Pretty sad if ya ask me.
Everyone has their own tastes too. Some (like myself) prefer darker, creepy maps.
Some like it so bright you might as well have the map with fullbright.
Best to find what you, the designer, prefer.
Helped me a lot.
Stick to white/light grey lighting all over, and a few red spots and glowing sprites spread around usually does the trick.
Re: lighting in maps...I urge that you (anyone) stay away from using white lights everywhere (how boring are they beginning to get? everything looks so grey and washed out) and instead opt for a tint of any colour of your choice. It depends on what kind of atmosphere you're trying to achieve in your map...I opted to use lots of 'tungsten' lights in Hera because of the warm look they give off, but if your map is in an industrial hearted complex or ship, then colder, bluer lights may be the better choice. Stay away from using extreme levels of colour unless done sparingly.
Without turning this into a lecture on colour (which I'm sure I'd completely fail to do), to keep things simple when starting your map, I suggest deciding on three different lighting styles (and sources) which compliment each other and using them for the main lighting until you get ideas for other things to include. Don't be afraid to splash some vibrant colours around, so long as they sit alongside the existing lighting and don't swamp it (and also don't look out of context, eg, if you have a red light somewhere, make sure it has a determinable source, even if you can't see it (i.e. backlighting))
Also make sure there is some variation in the lighting to keep the player's eye interested.
Ugh, sleep...*thu-dunk*