New Helios Screens
Lord_Requiem
Join Date: 2002-11-20 Member: 9481Members
<div class="IPBDescription">Focus on the more "tech" part of it</div> Few new screenshots as we approach a playtest... maybe today.
First is a small crossroads room that has a res node in it, no name yet if I plan to put one...
As always screens are slightly darker than they actually are.
First is a small crossroads room that has a res node in it, no name yet if I plan to put one...
As always screens are slightly darker than they actually are.
Comments
Req
As a matter of fact I've already played with bots and the lighting is about how i want it for most of the map. Its not too dark.
a) Very bland lighting. Little color, or lighting manipulation is really coming through (as a side note don't post 'not finished yet' images. We'll all suggest the things you have yet to do).
b) Very uninteresting rooms. Use filler to create lots of crazy crap, and rejoice as it looks splendourous (eg: pipes, blocks, ramps, rails, cranes, fans).
c) light_spots provide the effect you are looking for.
hmm... stuff. stuff like that.
Still trying to figure out what to put in a couple rooms to make them more interesting. Windows are out, this thing is underground. Crates are out, its a lab, not a warehouse.
Req