The Grand Hall & Kitchen
#10687 posted by Featheon on 2014/03/17 04:39:16
Wow Looks Good
#10688 posted by Tronyn on 2014/03/17 06:24:39
great work!
Terrific
#10690 posted by RickyT33 on 2014/03/17 10:06:03
I've been mapping a dungeon - this has given me ideas
Feathon
#10691 posted by JPL on 2014/03/17 13:52:49
Nice indeed :)
Sweet
#10692 posted by Spiney on 2014/03/17 14:09:21
I think the transition from wall to ceiling is a bit abrupt, maybe another layer of trim would do the trick. Especially with the protruding wall columns. Maybe lower the brightness of the wall torches a bit and push it some more on the chandelier? The torch lighting trick linked earlier might also help sell the lighting more.
Barrel Vault
#10693 posted by Lunaran on 2014/03/17 19:04:26
This was more evident in the old shot before you put a chandelier in front of it:
The curved ceiling in the first area extends all the way down the hall, but you cap it off with just a 45 degree slope. If you used the same barrel turned sideways & intersecting, the regular square ceiling tile texture would bridge across the seam with perfect alignment.
Looking Good Featheon!
#10694 posted by Breezeep_ on 2014/03/17 20:21:53
Good Eye
#10695 posted by Featheon on 2014/03/17 22:43:45
That's exactly what I ended up doing, Luaran. I decided to move on from that ceiling at that time because I have a tendency for myopia.
I have a mapping question posted in the help forum as well.
Thanks
First Play Test
#10696 posted by Featheon on 2014/03/20 13:35:27
This is the very first section of my map where I believe I'm ready to get advice on the difficulty and monster placement, etc. It is very short scene, but I tried to design it so that the player has a choice in how the approach the battle:
http://www.mediafire.com/download/wjznnigdhkn9shi/dom.bsp
Coloured Lighting
#10697 posted by Tronyn on 2014/03/21 00:22:44
I don't really use coloured lighting in Quake, for some reason it never seemed to work as well as in other games I've mapped for, but how does this look?:
http://www.quaketastic.com/files/screen_shots/colorhall.jpg
I also just suck at lighting in general, which is why I usually make outdoor maps (heh, lighting Arcanum was such a pain in the ass).
It's...
very 1997 ;)
Honestly Tronyn
#10699 posted by mfx on 2014/03/21 00:27:56
that looks terrible.. Subtle is a word used often when it comes to colored lights, but not here.
Tone them down, and don�t use the whole palette, i would advice you to do, maybe even strip them at all and go with fog..
IMO lighting is the easiest part of mapping. Less is more is my motto, use less lights but use them effectively. Cast big shadows, make the light at the source nice and bright for contrast and don't over saturate the lighting to make things washed out.
Yeah
#10701 posted by Drew on 2014/03/21 00:50:22
not feeling it Tronyn. Have to agree it is pretty OTT. minimalism isn't really your thing though...
80's Disco!
#10702 posted by ijed on 2014/03/21 00:52:31
Or an N64 game...
Red should be bright red but any other colours should be closer to white, I use paint's colour picker to set values that play nice with quake's palette.
In the shot you've got a lot going on too close - you're going from red to blue and where they mix you get a muddy purple / pink that isn't doing the brushwork any favors.
Try an only ents where the blue is 192 192 255 and the red ones have a wait of 1.5 or 2.
Those are just hunches, I'm not great at lighting either. No doubt some of the masters here can give better advice.
Oh, and avoid using delay unless you want it for a specific special effect - it's like hotsauce, useful on the right meal, but you can't drink it on its own.
And if you like your hot sauce, you'll know there's a right time for the green or red, the matured, the smoked, the pastes and the smoked. Those being parralells for delay 1-5...
Yeah, I'm eating while typing this.
Double Rainbow!
#10703 posted by DaZ on 2014/03/21 00:57:09
Woah there!
There's just too many colours. I would remove all the different colours being emitted by the various stain glass windows. Change all the blue ceiling / floor lights back to white and just keep the orange candle light and uncommon red wall lamps.
Or even better, remove most of the candles and use normal light, and have the candles+orange light be a nice contrast. You could use the candles to draw the players' eyes to things.
Colours
#10704 posted by Preach on 2014/03/21 01:10:17
I'm gonna dissent a bit from what to change, although I agree with the general feeling it might be too much. I'd say lose the bright red light in the back, it's too distracting and has unfortunate 90's coloured light overdose connotations.
I'd also replace the dim blue spotlights. I can see where you're going with blue tones in the shadows and warm tones in the brighter light, but it's easier to do that with a slight blue tint to unsourced light and warm colours in the spotlights. Blue sourced light seems a bit odd.
Keep the orange candles, everyone seems to like them. I also like the blended colour effect coming from the downwards vertical spotlights, so keep that up. I guess there's something with stained glass going on from the right, but it's hard to judge if that's working from the angle of this shot.
#10705 posted by necros on 2014/03/21 01:18:55
fuck that, make them more saturated!
and make the flash too!!
on a serious note, i find it doesn't matter what colour you pick as long as there's sort of one main colour of a room. then you can use a colour wheel to pick the second colour if you really have a hard time with just eyeballing it.
This Could Be Useful;
#10706 posted by ijed on 2014/03/21 01:43:17
http://www.rapidtables.com/web/color/RGB_Color.htm
Also, only make them flash if you can do it in time to the masic and maybe use some rotatings with alpha to make strobe laser effects.
+ white fog.
Color Scheme
#10707 posted by Featheon on 2014/03/21 01:44:39
Maybe you could stick to exactly two colors that could be mediated by white lights. Representations of dusk usually combine a light blue and tan, for example.
#10708 posted by Lunaran on 2014/03/21 05:12:01
Valve used to have a great article about use of color in Nova Prospekt. Can't find it now. There is this:
https://developer.valvesoftware.com/wiki/Color_Theory_in_Level_Design
Bucking The Trend Here...
#10709 posted by quaketree on 2014/03/21 09:28:40
I think that IF (and it's a kinda big if) you are going for a more surrealistic look then it has possibilities.
If you're going for realism then just no. That lighting is totally wrong.
Think American McGee's Alice with odd floating bits for no reason other than to have them be odd floating bits (which may or may not be important to getting through the level). Have some fun with it and get a bit outside of the box with what you do. Be creative and people will respect you for that.
That being said...
Colored lights are very tricky, less is more in almost every case and if you do use it it has to be consistent across the entire level/episode (unless you use it to indicate a secret or some other important element). Look around the real world and there are very few instances where the lighting isn't white or close to it. Colored lights are used to attract attention but not for task lights or for everyday living (unless you live everyday in a LSD induced fog).
Tronyn.
#10710 posted by Shambler on 2014/03/21 10:25:38
Just NO. For the reasons above.
#10711 posted by [Kona] on 2014/03/21 11:35:12
I don't think the copy/pasting of pillars and details is working that well either?
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