[WIP] contest entry: Red Devil Volcanoes

psihomir

L4: Comfortable Member
Mar 17, 2008
192
32
Yeah, it's a company located inside a volcano. For all your volcano-related business.

Also, it's not done yet, obviously :D

And that's supposed to be glass between the steel frames. I guess I should make it more obvious somehow.

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28ti4g2.jpg
 
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Chilly

L6: Sharp Member
May 3, 2008
326
127
Be careful with the lighting. I've found while playing pl_zig that it's impossible to tell the teams apart in red lighting. You should use white light for the areas where players are actually moving and red lighting for all the accents on the walls/floors/ceiling/etc.
 

psihomir

L4: Comfortable Member
Mar 17, 2008
192
32
Yes, I know :) But since it's a looks only competition, without judgement on the gameplay, I figured that using a few "gameplay taboos" to spice it up wouldn't hurt :)
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
I like it. It looks like where the devil's office would be.

That's a good point :)

I think the layout looks good, but I agree with the lighting. Overly saturated lighting rarely looks great.

However colored lighting can add to/improve the mood if done right.

Red lighting to me looks more like a 'devil's lair' or a satanic thing. In reality a volcano would be more orange inside. I'd recomend using a brighter yellow (more of a white yellow, not smilie yellow) ambient light in your enviro light. Get rid of 90% of the black with it.
Then use some varying yellow orange and red spots and omni lights all over the room. But keep the saturation towards the lower end of the scale. That'll make it moody AND reaslistic.
 

psihomir

L4: Comfortable Member
Mar 17, 2008
192
32
Awesome tips Frag, I'll experiment with those. Like I said, the map was still WIP, and that includes lighting, I was naturally going to spice it up more afterwards, but I'm always open to suggestions.

One problem I've encountered though, is the fog under the room... it's very tricky. I had to extend the pit to be deeper than the room's diagonal and extend the fog accordingly, because otherwise the player would see fog in the corner of the room if he stood in the opposite one. I'm looking for a way for the fog to point downwards - or make the secondary one transparent, I tried directing the fog downwards and setting the secondary colour to white, then black, but nothing worked.