by m.anderson on Fri Dec 18, 2009 9:13 pm
doing dark levels in source is hard. There's only one real skybox texture for it, and it always ends up looking too bright. Between vertex lighting and the limited lighting tools in hammer, its very hard to do darkness justice. If you insist on making the level very dark, which I would still insist you do, there's a very skilled way you're going to have to do it - and that's silhouette. The best example I could give you is the original Tim Burton Batman movie. Most films shoot darkness horribly, like the "Bourne" series of films - with no regard to readability of the image. If you want to see things in darkness, the way you achieve it is with a differing value behind them, so their outline pops out. You need to make sure the silhouettes of the important objects are "popping." In this way you can have a dark, very moody level that is still readable and not hard to see. Experiment with fog, smoke, halos, and other atmospheric elements to create contrast of image. The bottom line is you need to use some form of contrast to make your 2d image read to the player's eyes through use of value (black vs. white), texture (detailed vs. plain), or motion (still vs. moving).