Make the blue moon actually emit a strong blue light. it should counteract the strong yellow, which, even if you like it its a bad lighting choice.
actually, blue + yellow = green. greenish tinted map are even worse. D:
suggestion:
- change all yellow/orange lights to pure white.
- why? the cliff and rock props are already yellow/orange, so radiosity will bounce those colours around making the whole scene even more yellow/orange. the white lights give you a place to start before giving some lights a
very subtle yellow/orange colour.
- increase blue moonlight strength and a dark blue ambient light
- why? skybox: big bright gray-blue full-moon. i expect to see moonlight shadows and a stronger blue-tinted presence in those images.
- compile with -StaticPropLighting -StaticPropPolys
if you're already doing this then you get a double thumbs up, but its hard to tell.
- make the central play areas bright, avoid excessively dark corners as much as possible. Night time maps are not an excuse to have dark corners, but are a license to play around with lighting in a creative manner, potentially creating spectacular static scenes. use the night time to your advantage, spotlights are your friend here, because it looks like a "dull" Egypt map (monotonous lighting) despite having nothing to do with egypt thematically and being set at night (spotlights!!!!)
enjoy
