oc_cringe

Show off work in progress maps.
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Xoom3r
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oc_cringe

Post by Xoom3r »

I couldn't find the vmf of oc_coldcells :( So I started working on a new map.

This is the first part of the first level:

http://www.wegame.com/watch/cringe-wip/

Screenshots and more, soon.
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Post by Xoom3r »

Screenshots added:

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MaestraFénix
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Post by MaestraFénix »

type map? objectives?
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Post by Xoom3r »

Just a campaign, with a lot of puzzles and obstacles.
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Gary
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Post by Gary »

Add few env_sprites to the lights with the texture "lightglow3".

And I don't know if the roof would be pitch black like that... so maybe throw in a very dim light so you can just barely see it.

Then throw in some decals/overlays.
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Post by Xoom3r »

Thanks for tips, Gary..
Though ye, was going to :).. those are plain gameplay levels at the moment.
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Post by fug4life »

I dont know why so many people make dark ceilings or how. Vasili seemed to have the ability to do it all the time. Where as my trouble is my lighting is always either too bright or lighting up to much, I have a hard time creating dark areas :?

Hey ho, well looks good so far... g'luck!
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Post by Xoom3r »

Light_spot is my friend for these dark ceilings! ;)

Thanks!
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Post by shiftey »

Xoom3r wrote:Light_spot is my friend for these dark ceilings! ;)

Thanks!
No. Ambient light is your friend. But you have a leak in your map which is why it isn't being calculated.

Find where the leak is and seal it and then the black will be filled with bounced light calculations.

Edit:

Here is an example:
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The light shown consists of 1 light_spot pointing down. The light above it is calculated after direct light during compiles. If it doesn't calculate, you end up with a black ceiling. This is due to the map having a leak, most commonly a gap in brushwork that connects the inside of a map with the infinite outside.
Last edited by shiftey on Tue Jun 08, 2010 10:08 pm, edited 1 time in total.
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Post by fug4life »

I'm a fan of using a 3light combo, light_spot, point_spotlight and ambient.
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Post by Xoom3r »

No, shiftey. My map isn't leaked, i used ONLY Light_spot.

The Light_spot is made in a way that it is projecting light only to the area where you chose it to project on.
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Post by shiftey »

I'm not sure you understand. Any light that bakes itself into a map casts ambient light during a separate calculation. Meaning it calculates light that bounces around the room like IRL.

Ask anybody here who knows mapping and they'll back me up on this. Something is preventing your map from running ambient light calculations. Just trying to help you out.
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Post by Shana »

Yes, there is no light bouncing at all in those screenshots.
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Post by Xoom3r »

I've added another part to the map, screenshots soon.
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