I want your old style lightning back..

HOLY SHIT THANKS FOR THE FEEDBACK ON THIS BETAS LIGHTING EVEN THOUGH NOBODY GIVES A SHIT ATM!!TTK-Bandit wrote:holy shit, the lightning looks like crap :icon28:
I want your old style lightning back..
I think you loaded the wrong map. This level DOES have ambient lighting.Zombie13 wrote:I also did a rough portal jobby on the map and nuked most of your little lights, and I was able to have it running smoothly
you also don't seem have any ambient light in the map which is a must if you want people to play it, just remember todays machines can not handle hardcore amounts of lights in a map with 16 or so players. You will need to use a few large lights, and then if you have some performance left in the map, add some small detail lights, and don't forget to set the detail level on the lights, so when people run the game on the lower quality settings, those lights will not be rendered.
Z
But there isn't 10000 lights in every hallway.Zombie13 wrote:Ahhh indeed it does, I never noticed cause it was sooo dark, need to bump it up a wee bit more, doesn't matter if it looks a bit flat, saves you adding 10000 lights to every hallway killing performance
BTW if you want people to give feedback, it's best to finish the map properly, I learnt that lesson yesterday rushing my map, only to have it fail :/
Z
Because your moaning about things already discussed, or points that dont need ot be talked about yet.Zombie13 wrote:Moaning is what I do, if you don't want feedback why ask?
Z
Ok sounds good.o'dium wrote: Because your moaning about things already discussed, or points that dont need ot be talked about yet.
Like the kid who moans that he wants a red car before he even knows if hes GETTING a car.
Just be greatful i even bothered in the first place, because your more than welcome to step in and do your own.
Ahh just wasn't happy with the item layout, and cause I set myself 5 days to make it, it got rushed a bit, so no more of thatr3t wrote:Have it fail? I tried your map yesterday and IMO it is a quality job! You got some bad feedback on it or something?Zombie13 wrote: BTW if you want people to give feedback, it's best to finish the map properly, I learnt that lesson yesterday rushing my map, only to have it fail :/
Z
brisk wrote:This stairway area which leads to the YA/PG has a raised doorway clip, which means you can't use it to jump off onto the bridge above (if you don't know the area I mean, just look directly above where my crosshair is placed). Since there is also an additional structure to the side of the bridge itself, with a bit of work this could be used as a shortcut for players who find themselves trapped in this room to get to higher ground.
Agreed, I shall work on these doorways again.
Again, same problem here. Normally you can use the bouncepad to rest on the clipping just above my crosshair, but it is not possible anymore due to increased player height, and the raised clipping arch.
See above.
No longer possible to drop straight down from the RL and land onto the structure where my crosshair is placed. This is important to get to the SG/PG areas quickly.
I disagreeIt may be my new size in that area, but i can do it fine.
This could actually be an interesting addition. There was of course a clipping area in Q3DM6 whereby you could crouch to avoid detection from the players coming in from the RL, but this now allows you to crouch and camp in direct sight of them. It could also be very annoying.
Good point, thats where playtesting will come in.
Remove these. It is important to be able to RL from below up to the top, and these make it more difficult.
Done.
This still looks too big
I'm positive its the same scale, maybe its your FOV and the new sizes, not sure, but i will check it again.