CP artpass_bench

Discussion in 'Map Factory' started by bench, Jul 17, 2010.

  1. bench

    bench L1: Registered

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    Hello everyone!

    I'm kinda new here, and I'm also new to mapping. I'm trying to give a nighttime hightower feeling to the map. I'm probably not going to win because I saw some very nice entries already, but I'll give it a try.

    DAY 1.
    I started working on Control Point B.​

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    Last edited: Jul 17, 2010
  2. what would jesus do?

    what would jesus do? L1: Registered

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    Make sure you're lighting isn't too dark. Add Spotlights or Floodlights to the outside of areas, make sure it's as lighted as for ex. Pipeline or Doublecross, even though its nighttime you always want players to identify enemies and the geometry.

    Making lighting brighter also helps with making things more interesting, generally you always want to have players looking at the outside expanse of maps, and if everythings dark you won't be able to!

    You did well for being new at mapping though!
     
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  3. bench

    bench L1: Registered

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    I think I'm going to post pictures daily, Day 1 is out now.

    Note: It isn't THAT dark in-game, you can see everything fine.
     
  4. re1wind

    aa re1wind

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    it isn't too dark, but it wouldn't hurt to increase spotlight's intensity by a good one to two hundred. normal lights by 50 to 100. slightly tweaking the environment's ambient light colour and value couldn't hurt either. :)

    Looks good so far.
     
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  5. Da_Man

    Da_Man L4: Comfortable Member

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    Its very gray, but its looking good so far. I'd switch some of the textures around to put more colors in, but thats my opinion. So of the lighting is a tad dark, but its passable.
     
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  6. E.B.

    E.B. L1: Registered

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    Note: It isn't THAT dark in-game, you can see everything fine.[/QUOTE]

    Are you testing that with bots placed? Being able to see the details is good but what you really need to clearly see is:
    1) players
    2) team colors
    3) class silhouettes

    So if you haven't, try placing some spawn points around in the open, spawning bots in the compiled map, and looking at them. If it's not instantly obvious exactly who a character is, you'll need more light.

    Also you can tweak the ambient outdoor light with a light_environment entity (http://developer.valvesoftware.com/wiki/Light_environment). That's like the only mapping trick I know, and I say it a lot, but give it a spin if you want to keep the "dark" look with sparsely placed bright lights while not ruining gameplay.
     
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