View Full Version : SP Trapped
oO Creative Oo
01-17-2010, 03:14 PM
Hello, I've created a SP map it's about 10 mins long. And sorry for no screenshots I'll try and upload some later.
Download here: http://www.filefront.com/15373209/SP_Trapped.war
Enjoy :D
Cacoulte
01-17-2010, 08:39 PM
whats the objective?
Wisdom Thumbs
01-17-2010, 09:26 PM
Mind posting a video preview first?
oO Creative Oo
01-18-2010, 12:59 PM
Mind posting a video preview first?
I was gonna post some screen shots but my internet sucks and it would of took forever to upload.
oO Creative Oo
01-18-2010, 01:02 PM
whats the objective?
Just get to the LZ basically.
darksin
01-18-2010, 01:37 PM
10 mins,very short but better than nothing, will try and feedback later...
thx uploading to filefront, if rapid or mega or media etc then impossible to download.
krisirk
01-18-2010, 03:05 PM
Yeah ill test it too.
krisirk
01-18-2010, 03:17 PM
tested apart of it.
Needs some more lighting
Crashed the game if you die and reload
darksin
01-19-2010, 08:03 AM
ok, played it, simple map design, not many detail so got high framerate, no bugs met, but need more lighitng. i found a looot of mapper's maps lack lights, too dark to play, only few night maps is perfect, so i think it's hard for many mappers to optimze this feature in editor.
Serenius
01-19-2010, 10:31 AM
ok, played it, simple map design, not many detail so got high framerate, no bugs met, but need more lighitng. i found a looot of mapper's maps lack lights, too dark to play, only few night maps is perfect, so i think it's hard for many mappers to optimze this feature in editor.
The editor is very deceiving on how bright a map is. Often times you can make it look plenty bright in the editor, but you have to adjust the post-processing to make it bright enough ingame. Even then, it may not be enough because players may use Intense post-processing settings, making it dark all over again.
darksin
01-19-2010, 12:29 PM
That's right man, anyway i'm a low end pc, intense will make framertate drop a lot, so i always use default processing, the map is dark too, i think the editor brightness is at least 4 times brighter than in actual game, so i hope mappers can play their maps in the game for some test, not just in editor, some sp like the sp_ravensearch, is a good example, it's night, but enough lighting, you can see things clear, not too dark to see anything.
Serenius
01-19-2010, 12:53 PM
I have been using the following post-processing levels in the editor:
Highlights: 0.7
Midtones: 1.4
Shadows: 0
Gives a pretty good representation of what you'll see ingame with:
Highlights: 0.7
Midtones: 1 or 1.1
Shadows: 0
Night time scenes are much harder to light than daytime, as they require a lot more highlighting, whereas daytime can cover most of the map with 2 directional lights (1 at 2.5 brightness for the sun, 1 pointed the opposite direction at 1 brightness for the reflection off the sky). At that point, additional lights are just for color correction. There's also the matter of needing 2-3 low brightness sky lights so the shadows aren't black.
Interiors are even more fun to light since you can't rely on directional lights. :)
darksin
01-19-2010, 01:39 PM
Haven't played any night maps from you, good luck, i wonder if there're some feature in eidtor or UDK, like a templet from offical maps so some similar copy paste way for you mappers added to custom maps to save time.
Serenius
01-19-2010, 02:19 PM
Most of the official maps I have looked at use the following for their post-processing.
Desaturation: 0.4 to 0.5 (40%-50%)
Scene Hi-Lights: 0.7 to 0.8
Scene Mid-Tones: 1 to 1.4
Shadows: 0 (except for -0.3 on the Z portion)
darksin
01-22-2010, 08:11 PM
You see when we players say a map is too dark, we compare it with those official night maps, in the same processing and brightness setting, they are the standard and no problem in everything.
So i hope sb. like you, Serenius, to check this map and find what's the lighting problem,maybe this can help all those who make nighttime maps....
oO Creative Oo
01-24-2010, 03:25 PM
Okay thank for the info. :)
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