As the title implies, I need thoughts on my current RPG project's terrain (See screenshots).
Short version: Do you prefer lighting set A or B?
Longer version: The map is intended to be a massive series of underground dungeons/ruins/etc. I think set B does a better job of looking like it's underground, due to no key light shadows. But set A looks slightly better in general.
I can't find a compromise between the two setups, so I'm here seeking opinions from outside observers on which to use.
Personally I think B looks better. I also think it would be better overall for your map because you could get more out of your map by using other light sources. The light torches give off in B looks better than A. Pics of A look darker....guess it just depends on what you're looking for. If you want a darker feel stick with A. If you want subtle touches to stick out more, go with B.
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It'll be a while at this point. Two weeks in currently, and I still have a looong way to go.
I have the player abilities done (26 of the bastards - 10 base skills, most of which can be specialized at high level, along the lines of of the Mass Effect 2-3 ability evolution system.)
Terrain's about 1/8 finished, with monster spawns and boss fights along the way. I'm finishing everything one room at a time, rather than making all the terrain then going back and filling it in with active content later.
And my current plan is to make it more and more boss-fight-based as the game progresses, with several-minute-long multi-phase encounters by the end. ...Meaning I'll be sinking a ton of hours into making boss abilities and interesting fights.
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As the title implies, I need thoughts on my current RPG project's terrain (See screenshots).
Short version: Do you prefer lighting set A or B?
Longer version: The map is intended to be a massive series of underground dungeons/ruins/etc. I think set B does a better job of looking like it's underground, due to no key light shadows. But set A looks slightly better in general.
I can't find a compromise between the two setups, so I'm here seeking opinions from outside observers on which to use.
Personally I think B looks better. I also think it would be better overall for your map because you could get more out of your map by using other light sources. The light torches give off in B looks better than A. Pics of A look darker....guess it just depends on what you're looking for. If you want a darker feel stick with A. If you want subtle touches to stick out more, go with B.
@Telthalion: Go
B just feels more epic and cavernous. Also grungier in all the right ways. Go with B.
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A is the Diablo look, B is the mysterious-cave top-down RPG look (Baldur's Gate, Nox).
I like each one in their own setting, but I'll give a vote to B just because.
Hehe.. and I think A looks better, since it seems like there are more details in the textures there - primarily the ground texture.
I think I decided to go with a slightly tweaked version of B.
Though, as SBeier said, the loss of detail from the key light's specular is pretty significant. I think the added "underground" feel makes up for it.
Thanks for the feedback, everyone.
Keep us informed, would love to play a map with your terrain in it. Especially an RPG.
@Mozared: Go
It'll be a while at this point. Two weeks in currently, and I still have a looong way to go.
I have the player abilities done (26 of the bastards - 10 base skills, most of which can be specialized at high level, along the lines of of the Mass Effect 2-3 ability evolution system.)
Terrain's about 1/8 finished, with monster spawns and boss fights along the way. I'm finishing everything one room at a time, rather than making all the terrain then going back and filling it in with active content later.
And my current plan is to make it more and more boss-fight-based as the game progresses, with several-minute-long multi-phase encounters by the end. ...Meaning I'll be sinking a ton of hours into making boss abilities and interesting fights.