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This is the place to post screenshots of your upcoming masterpiece and get criticism, or just have people implore you to finish it. You should also use this thread to post beta versions of your maps.

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More Minlight 
Yes, I know about eyes adjusting. :)

At dusk when the sun is at a low angle you're getting a lot of scattered ambient light from the upper atmosphere. So, yes, there isn't much contrast between what's in direct sunlight and what's shaded from the sun, but to reduce all the other light contribution to the scene other than the sun to a single universal value is too broad an assumption to jump to. Nooks, crannies, and gaps where geometry meets other geometry, and areas farther from the sky, will all be darker than areas that are more exposed to open air. You get a lot of soft gradation between the two, soft enough that any minlight contribution will throw it way off. Having it makes a scene really pop with realism. Replacing it with a flat value will ruin it. 
Hey... 
would ambient occlusion be possible in a quake1 light compiler? o.o 
And What's Nice 
(that probably most here know) at sunset is that the stuff in the sun is orange (direct sunlight) while stuff in the shade is blue (scattered sunlight from the blue sky). You can notice this in the real world if you play close attention. 
Necros 
How much minlight did you used to use? 
Who Wants To Test It? 
Its by no means finished, but I want some feedback.

Finished version will incude:

Some sort of perimeter for the complex
Music!
Extended start
Start map

Anyone wanna test it and make me aware of any other issues than those above?

BTW, The lighting prob needs some adjustments too!!

Ask me to mail a copy. 
RickyT 
How much minlight did you used to use?

Personnally in a range of 25 up to 35, depending of the ambiance I want to have... And also with sunlight set into the 100-150 range..

And I don't forget to add -nominlimit/-nominlight in light tool command line ;)

Well, you have to experiment to find your way: it is just a question of taste... 
Necros 
would ambient occlusion be possible in a quake1 light compiler?

I don't see why not. I wanted something like that in q3map2, which would basically do an occlusion test against skybrushes to get exactly the effect I described, but q3map2 is nearly impossible to compile since ttimo decided to add nearly functionless dependencies on very specific releases of all kinds of random source libraries (like PNGLIB ...) 
 
i don't have my really old maps, but my first ones had pretty high minlights... probably around 40-50 or something.
i think i lowered it more and more every time until i got to nesp09, which has 35.

marb and deadcity had 0 though.

as for ambient occlusion, would it be easier just to test how close a face is to other faces and just give a light value based on that alone? might not work well with huge faces vs small ones though.
i don't really know the first thing about light programs though, just tossing it out there. :P 
Minlight 
I still don't understand why anyone uses it. As Lunaran pointed out, it makes shadows less shadowy, and washes out the whole visual experience of playing the level.

It sucks. 
#3883 
just realized I never posted the second shot intended for #3883

http://mortisville.quakedev.com/fitz0000.jpg

same scene (using minlight at 250 and anti-light entities as subtractive value) but done with -extra4 -soft and the addition of two lights in the fore using FitzQuake instead of WinQuake. What is interesting here (at least to me) is the softening effect where the vertical line blends and where the faces receive multiple lighting/darkening sources. It's worth exploring as a potential lighting paradigm.  
Q3map2 Already Has An Ambient Occlusion Hack 
It doesn't trace against skybrushes though, simply nearby geometry. Look at -dirty, -dirtscale, etc. It also have skylight, which is very similar to what Lun describes.

So I dunno what he is bitching about. Unless it's the q3map2 source, which seems all kinds of fucked up. 
Oh, 
thanks Nitin, and Metlslime, I recall that error as I managed to generate it one time when screwing up a tutorial posted on Quakesrc. 
Blackdog 
Neither of those are quite what I wanted. I don't think skylight gives you attenuation control, or something. I know I panned it, I just forgot why. :) 
Because I Can... 
Fern 
lighting still looks flat, dont know if its lit properly yet but that's one area in most your maps that seems to be consistent.

otherwise, nice texture choices. 
Fern 
really interesting texture combination, I like! I agree with what nitin said about the lighting, but presumably it's just not done yet.

Architecture looks good and the overall look is very neat, but maybe a bit boxy in the first shot, there's a lot of right angles. Good work so far though. 
Yeah.... 
the lighting is bad because there is none :P
Thanks tho :) 
 
That blue door looks cool 
 
OOOooooohhhh 
Looks cool ! 
Looks Pretty Awesome... 
...at first glance and after a few seconds it looks a bit of a hodgepodge... still love to play it though. :) 
 
looks great man, god job!!! 
Seems That 
it's technieval. I wonder if the tin panels rattle if you shoot at them. :) 
 
That's true it itended to be a conservative medival map but, now there are not really medival elements

But don't worry the final version won't have any medival elements or textures. ;) 
 
But don't worry the final version won't have any medival elements or textures. ;)<\q>

Aww, why not? I'm getting tired of all the base maps (trinca). I want to see some medieval stuff! 
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