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[H5M7] "Clash of the elements"


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 Post subject: [H5M7] "Clash of the elements"
PostPosted: 17 Dec 2011, 20:36 
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Arachnotron  Not an Arachnotron
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Joined: 19 Dec 2010, 00:25
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Location: Santiago, Chile
Title: Clash of the elements
Author: Gothic
Difficulty: undefined
Description: various temples floating in the astral plane, only that :-P
Episode: 5
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wut?


Last edited by gothic on 03 Jan 2012, 19:19, edited 1 time in total.

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 Post subject: Re: [H5M7] "Clash of the elements"
PostPosted: 18 Dec 2011, 17:16 
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Site Admin  Site Admin
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Looks very moody, I am not sure though if it's not a bit too dark...


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 Post subject: Re: [H5M7] "Clash of the elements"
PostPosted: 18 Dec 2011, 17:57 
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Commander Keen  A rather ghastly dragon
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Yeah, also, keep in mind that a lot of players have dynamic lights off. It's kind of bad form to require them.
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 Post subject: Re: [H5M7] "Clash of the elements"
PostPosted: 18 Dec 2011, 18:26 
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Mancubus  Suffer.
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Ghastly wrote:
Yeah, also, keep in mind that a lot of players have dynamic lights off. It's kind of bad form to require them.

Well, too bad. But in my case I'll probably default every sector to pitch black, so that players know something is missing if they turn that sort of eyecandy off.
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 Post subject: Re: [H5M7] "Clash of the elements"
PostPosted: 18 Dec 2011, 19:07 
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Commander Keen  A rather ghastly dragon
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printz wrote:
Ghastly wrote:
Yeah, also, keep in mind that a lot of players have dynamic lights off. It's kind of bad form to require them.

Well, too bad. But in my case I'll probably default every sector to pitch black, so that players know something is missing if they turn that sort of eyecandy off.

Unfortunately, many players, myself included, can't run too many dynamic lights. The problem with a map requiring dynamic lights as map lighting is that it would need A LOT of them, so I'd only get around 5FPS with this. Especially an issue since I wanted to see if I could record a playthrough of HPack afterward.

Not to mention it would be an odd transition. We go from several maps that use sector-based lighting to a map that requires dynamic lighting.


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 Post subject: Re: [H5M7] "Clash of the elements"
PostPosted: 18 Dec 2011, 19:14 
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Mancubus  Suffer.
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Well, okay then. Fair enough. Only thing is that by the time HPack gets released (I mean no disrespect!) people's computers might upgrade to have enough performance for many dynamic lights...


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 Post subject: Re: [H5M7] "Clash of the elements"
PostPosted: 18 Dec 2011, 19:46 
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ok, and now?
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 Post subject: Re: [H5M7] "Clash of the elements"
PostPosted: 18 Dec 2011, 20:48 
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Commander Keen  A rather ghastly dragon
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It's brighter, yeah, but the issue is that despite the torch actors and light-fixture textures, there's no change in sector lighting. Smooth changes in sector light around a torch or a light texture are really nice details.

I'd make the inside a bit darker, and highlight the torches, skylights and things.

I need to get a mapper to write a "use of light change" tutorial, too, at some point. :P


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 Post subject: Re: [H5M7] "Clash of the elements"
PostPosted: 19 Dec 2011, 08:22 
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Well.... in my eyes that's too bright now, the dynamic lights can't even be noticed anymore. I'd suggest something in between, that's still as moody as the first shots though.

Concerning the dynamic light issue Ghastly mentioned after all: This is a GZDoom project, and even though your map shouldn't only use dynlights as light sources, it is still up to you if you mostly use these kind of light sources instead of sector lights. If people really have problems with a few dynlights in your map then it's really time to buy a new computer :P


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 Post subject: Re: [H5M7] "Clash of the elements"
PostPosted: 19 Dec 2011, 15:37 
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Commander Keen  A rather ghastly dragon
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Tormentor667 wrote:
If people really have problems with a few dynlights in your map then it's really time to buy a new computer :P
As a college student trying to find a place to live, getting a new computer isn't that easy.


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