Treasure of Horrors (Episode 2 Mod)

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Re: Treasure of Horrors (Episode 2 Mod)

Postby darkpivot on Wed Nov 03, 2010 5:42 pm

Updated the lighting, added a red cage light as suggested by jgoodroad. I also added some decals... and a trash can.

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Oh, and here's the players POV from exiting the vent:

Image

I'm thinking of adding a window to the top of the wall facing you as you approach the room from the vents. It'll show you a hallway you'll be entering shortly, but you see a man walking down the hall as you enter the room.
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Re: Treasure of Horrors (Episode 2 Mod)

Postby jgoodroad on Thu Nov 04, 2010 12:24 am

that sounds good, the light looks good too, spotlight could be a bit wider.
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Re: Treasure of Horrors (Episode 2 Mod)

Postby Groxkiller585 on Fri Nov 05, 2010 12:54 am

God, I hate dark maps. They aren't scary, it's more irritating not seeing anything. It only works well in very rare situations, and you have to have a buildup for it.

Thus i'd suggest making the cagelight brighter and the floodlight's spotlight wider. Also for added fun, why not make it flicker?

Use a logic timer, and turn it on/off at random intervals. Make the intervals small decimals though, normal numbers take too long to act like an actual flicker.

Example:

Logic_timer:

minrandomtime: 0.01
maxrandomtime:0.06

OUTPUTS:

Onmaxtime (I can't remember the output exactly, this isn't right) -> spotlight_1 -> turnoff
Onmaxtime (ditto as above) -> Light_spot_1 -> Disable
Onmintime -> Spotlight_1 -> Turnon
Onmintime -> Light_spot_1 -> Enable

Should create a cool effect, but should be used sparingly, as making it go on/off adds lightmap "pages" to walls it lights up, and two many of those in one area results in lag and problems.
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Re: Treasure of Horrors (Episode 2 Mod)

Postby darkpivot on Fri Nov 05, 2010 4:43 pm

Groxkiller585 wrote:God, I hate dark maps. They aren't scary, it's more irritating not seeing anything. It only works well in very rare situations, and you have to have a buildup for it.


Well... I can see perfectly fine in the map. I can see perfectly fine through almost the entire mod without the need for a flashlight. Same with my testers. You and one other person are the only people I've talked to who have complained about it being too dark. Maybe your monitor brightness is too low? I don't know :/

I'll see about the flickering thing too, thanks.
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Re: Treasure of Horrors (Episode 2 Mod)

Postby jgoodroad on Fri Nov 05, 2010 11:30 pm

ok, few more suggestions, I would say you place a static prop of some kind of light above the door in pic 1, one that has a on/off skin... I mean logically, the room was never meant to be lit only via a floodlight and cage light. small things like this really bring out the strangeness of the stranger parts (when shit starts going to hell)

I would also say a kind of light on the far wall in pic 1, but I don't know If anything will work then, really no sense using another cage light, and the one you have now is in a great spot... I guess you can try a few things see what works

(frankly, I will not be upset if you leave the far wall alone lighting wise... it's more of an appeasement to those who hate dark maps.)
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Re: Treasure of Horrors (Episode 2 Mod)

Postby darkpivot on Sat Nov 06, 2010 2:29 am

jgoodroad wrote:ok, few more suggestions, I would say you place a static prop of some kind of light above the door in pic 1, one that has a on/off skin... I mean logically, the room was never meant to be lit only via a floodlight and cage light. small things like this really bring out the strangeness of the stranger parts (when shit starts going to hell)

I would also say a kind of light on the far wall in pic 1, but I don't know If anything will work then, really no sense using another cage light, and the one you have now is in a great spot... I guess you can try a few things see what works

(frankly, I will not be upset if you leave the far wall alone lighting wise... it's more of an appeasement to those who hate dark maps.)


Good idea with the light over the door. That door was actually supposed to be in part of a scene where it bursts open, but I changed it up a bit so now it's just there for decoration. :P
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Re: Treasure of Horrors (Episode 2 Mod)

Postby Groxkiller585 on Sat Nov 06, 2010 4:02 am

darkpivot wrote:
Groxkiller585 wrote:God, I hate dark maps. They aren't scary, it's more irritating not seeing anything. It only works well in very rare situations, and you have to have a buildup for it.


Well... I can see perfectly fine in the map. I can see perfectly fine through almost the entire mod without the need for a flashlight. Same with my testers. You and one other person are the only people I've talked to who have complained about it being too dark. Maybe your monitor brightness is too low? I don't know :/

I'll see about the flickering thing too, thanks.


No that's not it, my monitor is fine, I can see this website and some maps like Nightmare House (which is pretty dark) fine, this one is just too dark in places. Maybe it's the pictures? Screenshots for some reason turn out darker than in the actual map.

If you find the flicker is too slow, make the 0.06 something like 0.04. Less than that and the flicker can get more annoying than scary, though it does matter where it's used.
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Re: Treasure of Horrors (Episode 2 Mod)

Postby darkpivot on Sat Nov 06, 2010 5:20 am

Now that I'm looking at it, the screenshots do look darker then they are in-game.
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Re: Treasure of Horrors (Episode 2 Mod)

Postby Eyefunk on Sun Nov 07, 2010 10:32 pm

Dark areas are good to use when you are trying to lead the player somewhere. When someone plays a game, they always go towards light and stuff right? To use darkness correctly, you want to use light to keep the player on track.
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Re: Treasure of Horrors (Episode 2 Mod)

Postby darkpivot on Sun Nov 07, 2010 10:38 pm

Eyefunk wrote:Dark areas are good to use when you are trying to lead the player somewhere. When someone plays a game, they always go towards light and stuff right? To use darkness correctly, you want to use light to keep the player on track.


That's exactly what I'm doing in most cases. Also, long time no see Eyefunk. :P
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Re: Treasure of Horrors (Episode 2 Mod)

Postby Eyefunk on Mon Nov 08, 2010 2:17 am

Yeah man. I hope your mod goes well.
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