Changed theme to mine/lava/rock, for the sake of the contest I will keep screens to a minimum for now. I can take feedback/judging and improve the map after the contest is over and then release it in my map thread.
Last Edit: Mar 15, 2015 5:00:34 GMT -5 by giftmacher
Really liking this one. Oldschool! Love the 1st and 2nd screenshots. Strong theme and contrasting each other, being nice locations within the same level. Keep it up, it will be interesting to follow this one.
Both versions look good, but now that you have deleted the contrast red-brown with green, you have to add something or change some textures so it doesn't look too homogeneous, maybe adding some orange or dark yellow trims or going with Spirit's idea. Also, the lighting is obvious were it comes from in the areas with the bigger faces specially standing out that fact, so try to hide them a bit adding more or reducing the wait key in the light's properties, or by going with Spirit's idea.
For now, the room that looks the best in those shots is the one from the first screenshot in the first post, due to having several levels to run and more places that catch the attention, but i would reduce the brightness or the saturation coming from the slime's lighting, but now that you have changed it for lava, it doesn't matter.
Last Edit: Mar 1, 2015 15:36:32 GMT -5 by cocerello
Giftmacher you're one hell of a speedy mapper, you're almost pulling layouts out of a hat here! And as much as I love the old school maps myself, I also know how most players will feel about the old orange theme long term. So to give your map longer staying power, you could invest some time in custom textures perhaps? Just a thought
I have now submitted my map, one thing still bugs me though and maybe some of you know of this error:
According to the .map file there are about 1800 brushes in the map. However, I could not add any more brushes because that caused an error "Too many surfaces". The brushwork is messy though so maybe that's the case but I've heard of maps with a lot more brushes than this. I thought ~1500+ brushes is standard for regular maps? I could not even add more clip-brushes. Some causes I thought about:
1. Retexturing, a lot of brushes kept their original texture on some sides making many brushes have 2-4 different textures. Making the engine handle a lot more faces than necessary? 2. Messy brushwork, lots of overlaping.
Anyway, thought that was weird because I wanted to do some more detail work but I couldn't because of this error I will definately plan the map better next time...
Last Edit: Mar 15, 2015 5:03:39 GMT -5 by giftmacher
Was gl_modulate the only thing you changed between the two? I'm surprised that there is so many dynamic lighting in there that the difference is so big. by the way, i'm liking way more the later screenshots, except the last one from the penultimate pack of screenshots.
On this matter, the screenshots of the previous contests were brighter than default, so i suppose is a common behavior.
Last Edit: Mar 16, 2015 14:35:40 GMT -5 by cocerello
The lightmap texture is scaled in brightness by gl_modulate, meaning gl_modulate 3 causes only the darkest 1/3 of the lightmap texture to have shadows -- everything else gets completely washed out. It's just the crappy way Quake2 handled brightness adjustment. In my engine (used for Paintball2), I changed it to do brightness multiplications while rendering, so texture and lightmap data isn't lost. Makes a world of difference.
These screenshots ain't final, just preliminary since the contest isn't over. I just prefer lighter settings. Q2 Pro gives you a lot more control over various video options, more than any client I've seen:
As you see, you can also play around with, texture gamma / saturation / intensity as well as lightmap saturation / brightness settings.
So there's actually a lot more control to fine tune brightness, and you can adjust lightmaps separately if you want. I'm sure if I was to adjust them individually for this map it would look much better, but than again the same settings wouldn't work for other maps, since each mapper tends to use his own custom settings. For this contest it'll be hard to impose some kind of standard. Each mapper has a different monitor with different brightness settings, system color profiles, etc. Arghrad also lets you play with a bunch of settings making it very easy to stray away from standards:
I noticed KMQuake2 seems to have a better way of adjusting brightness, adjusting the brightness during rendering, rather than modifying the textures/lightmaps (though it still has the options to do this).