Quote:
Originally Posted by
higuy
Looking nice.. Good work of the strip textures and uving them, thats one of the things I always have a difficult time at when uving structures.
I'm liking the lightmaps but I think they could over all be a bit better. Add some floating planes in front of the generator and name the material this:
c10light_inv_10paleblue!
It's a lighter blue then what you now and have a different intensity. Adding the floating planes with different intensity helps bring out lightmaps alot more. It's just one of those final touch's, but it works and looks nice (they are invisible too). Not sure if your doing this already or not though. You may also want to think about doing the same thing were that grayish part is, (on the first picture) on the bottom part of the wall under I guess what is a light. Just have another invisible light thats diagonal and faces the wall.
Yeah, I've been using those a lot- this was only the second version of lighting in this area, so I will probably add more of those in at varying intensities when I get a chance.
Update:
I've put finalizing the flag room lightmaps on hold because they were being frustrating, and I'd rather just wait until the end to fix any lighting issues. And yes, I just said "the end", because the end might actually be in sight. Over the past few days I've sat down and changed (hopefully) the last huge issues with the map. Now, while visuals might need more work, the basic gameplay structure should be improved, enough to warrent a real playtest.
A list of new stuff and changes:
Moved the control room upward vertically about 500 feet, and that entire end of the map forward so it's much closer to the rest of the map. This will drastically reduce tunnel traveling times, as well as shrink the overall play area. Now, someone in the control room can pretty easily hit players on the closest banshee pads, which were too far away before. The control room windows now have a purpose. :downs:
The old version:
The new version:
The control room is now a looming presence when players exit the bases:
Inside the control room, I have removed the lower banshee exits. They were ugly, useless, and causing portalling issues, so they're gone. There's just a placeholder wall sitting where the tunnel used to be while I decide what to do with the banshee pit.
The now-lonesome banshee. Ignore the sniper rifle- it's spawning in the old spot from before the move.

The map also now has forerunner doors wherever they make sense- mainly the banshee pads and the bases. Nowhere that would impede line of sight. I really like how they look in place.
The base doors:
The banshee pad. The second room now serves as a nice locked door- nothing like a few of those to make the player feel like there's stuff beyond what they see. There's also a little surprise that I won't spoil until people see it in game.
The only big gameplay stuff left to fix is stuff like working on cover for the upper fields, and making sure the balance is right. Visually, I need to redo both the wall behind the control room and the wall on the opposite side of the canyon. The canyon walls themselves, as always, should be improved, but are on the "figure it out later" list.