Blue glow over res nodes
BCSeph
Join Date: 2005-02-24 Member: 42384Members, Constellation
<div class="IPBDescription">Should a small blue point-light be standard?</div>I've been messing with the editor and seen a good bit of screenshots of others' maps here on the forums, and I've seen a few people put small blue point lights on top of res nodes. If you look at a res node, the middle of it has a blue texture that is lit no matter what the lighting on it, as if itself were a source of light. I've played with a blue glow over res nodes, and it seems like it would be nice standard to have all res nodes emit a small blue glow. It really adds to the feeling that res-nodes are the source of power so to say, and attracts players towards them out of aesthetic pleasure, which hopefully encourages more res-node capturing.
Here's some quick screenshots of what I'm talking about:
<img src="http://www.jggs.org/stuff/resglow1.jpg" border="0" class="linked-image" />
<img src="http://www.jggs.org/stuff/resglow2.jpg" border="0" class="linked-image" />
Here's some quick screenshots of what I'm talking about:
<img src="http://www.jggs.org/stuff/resglow1.jpg" border="0" class="linked-image" />
<img src="http://www.jggs.org/stuff/resglow2.jpg" border="0" class="linked-image" />
Comments
Personally, I think it would be awesome if it included a blue point light that slowly increased/decreased in radius. I think the same "period" as that used for the sleep light on a Macbook would be perfect. I think res nodes are important enough to deserve that kind of visual attraction.
some rooms you may want a larger glow, some rooms not so much - if there are going to only be 8-12 res nodes per map, then its not really big deal to slap a few in :)
If you wanted a room in a red lightning, the blue node would trouble the lightning.
So the standard white light/particle effect could do the job, if another light is wanted, the mapper can make it.
I think this sums it up; granted there will be some sort of particle effect for the res node but why spend a lot of effort on something which is most likely to be covered up the majority of the time?
IMO: Have a light or particle effect default to on/present. If a mapper <b>must</b> change it for aesthetic reasons, they can go in there and change a flag or property. Let the mapping community (such as it develops) be responsible for inculating the "right way" to follow design guidelines.