Small "Challenge": Brightness Megawad

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Graf Zahl
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Post by Graf Zahl »

See MaxPower's screenshot. That's a perfect example how good it can look with the right textures.
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Phobus
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Post by Phobus »

Well, I saw the word brightness and decided to make it bright.

I'm calling the wad white light, so the aim was to make things as bright as I could. Whether or not this is a good thing, I don't know, but I'm doing what my plan was all along. The monster is bright and uses bright attacks too. (It's transparent light grey, and the attacks are supposed to be light based)

Is it really that bad? Do you want me to lower the brightness a bit? (not below the limit obviously)
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Caligari87
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Post by Caligari87 »

I say go with it, personally. It'll be something different, for a change. That's what the intent of this little challenge was anyway. It is kinda hard on the eyes, but I think that's just because no one is used to such bright levels.

But, you're the designer, so do what you like.

8-)
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Phobus
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Post by Phobus »

I'll just add a little warning in the text file suggesting that the player wears shades :D
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Alterworldruler
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Post by Alterworldruler »

Image

that's my own outdoor shadows:D rate it
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Post by BouncyTEM »

Alterworldruler wrote:Image

that's my own outdoor shadows:D rate it
uhhh....
well...it's ok..but only ok for a beginner. but everybody has to begin somewhere. heh...
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Caligari87
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Post by Caligari87 »

We'll see how it turns out...

8-)
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Alterworldruler
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Post by Alterworldruler »

Bouncy thanksi'm beginner in mapping :wink:
well i'm training on that metod of shadowing 255 brightness on outdoor area and 160 brightness in indoor area which looks good for a beginner(i'm using doombuilder because other editor expect XWE suck!)

PS.What about invisilibity section? which in you must have invisibility to go through the horde of enemies without noise to get red key??
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Post by Hirogen2 »

@Caligari_87: What do you think about AgentSpork's light levels, esp. e.g. in Geo? They look like less than 160 but fit.
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Caligari87
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Post by Caligari87 »

Dunno, never seen them. I'm not well-versed in maps for some reason.

8-)
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Phobus
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Post by Phobus »

I don't know how eagerly awaited my entry is, but it is finished and everything works satisfactorialy. I stuck to the rules and have been working on this for about 10 evenings, so I'd appreciate it if somebody was to at least have a look at it :P

Important things to know:

*There are 10 Aeons in the level.
*The puzzles are very simple, but they are there just the same.
*It's rather bright, though there is a period where it changes colour (yes the entire level).
*Aeons only act like they don't take damage. In reality they have 2000 health and go down pretty quickly under plasmagun or SSG fire, but you've got to contend with their attacks to keep up a good rate of fire.
*It's supposed to be wierd. :D

And without further ado:

EDIT: Attachment now on page 8, please go there.
Last edited by Phobus on Fri Mar 24, 2006 2:33 pm, edited 1 time in total.
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TheDarkArchon
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Post by TheDarkArchon »

Someone has been playing Shadow of the Colossus. :)

I really like this map. Now, make the aeon fights single and make variations of them and we're on to a real winner.
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Phobus
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Post by Phobus »

Actually I've never even touched the box, and I only heard of it in that thread in offtopic. :P However there is a Greek/Roman influence to the whole deal yes, taken from a couple of Soul Calibur 3 arenas.

It' take a lot of work to make individual Aeons that stand up to the challenges that the Aeon groups pose, but I reckon I could do one for the two aeon fight at least.
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solarsnowfall
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Post by solarsnowfall »

Some suggestions:

Code: Select all

    Sector_SetColor(0,240,200,200);
   Sector_SetColor(1,240,200,200);
   Sector_SetColor(3,240,200,200);
   Sector_SetColor(4,240,200,200);
   Sector_SetColor(5,240,200,200);
   Sector_SetColor(6,240,200,200);
   Sector_SetColor(7,240,200,200);
   Sector_SetColor(8,240,200,200);
   Sector_SetColor(9,240,200,200);
   Sector_SetColor(10,240,200,200);
   Sector_SetColor(11,240,200,200);
   Sector_SetColor(12,240,200,200);
   Sector_SetColor(13,240,200,200);
   Sector_SetColor(14,240,200,200);
   Sector_SetColor(15,240,200,200);
   Sector_SetColor(16,240,200,200);
   Sector_SetColor(17,240,200,200);
   Sector_SetColor(18,240,200,200);
   Sector_SetColor(19,240,200,200);
   Sector_SetColor(20,240,200,200);
   Sector_SetColor(21,240,200,200);
   Sector_SetColor(22,240,200,200);
   Sector_SetColor(23,240,200,200);
   Sector_SetColor(24,240,200,200);
   Sector_SetColor(25,240,200,200);
   Sector_SetColor(26,240,200,200);
   Sector_SetColor(27,240,200,200);
   Sector_SetColor(28,240,200,200);
   Sector_SetColor(29,240,200,200);
   Sector_SetColor(30,240,200,200);
   Sector_SetColor(31,240,200,200);
   Sector_SetColor(32,240,200,200);
   Sector_SetColor(33,240,200,200);
   Sector_SetColor(34,240,200,200);
   Sector_SetColor(35,240,200,200);
   Sector_SetColor(36,240,200,200);
   Sector_SetColor(37,240,200,200);
Could be reduced to this:

Code: Select all

for (int i=0; i<=37; i++)
{
    Sector_SetColor(i,240,200,200);
}
And that could be applied to the rest of scripts 15 and 21 as well.

[edit]Also, script 11 is begging to be written as a switch script. Ie:

Code: Select all

script 11 (int linescrossed)	
{
   switch (linescrossed) {
   
   case 0:

      SetLineSpecial(5,0,0,0,0,0,0);
      SetLineSpecial(6,ACS_Execute,11,0,0,0,0);
      print(s:"3 laps to go");
      break;  

   case 1:
  
      SetLineSpecial(6,0,0,0,0,0,0);
      SetLineSpecial(7,ACS_Execute,11,0,0,0,0);
      break;

      ....

   case 12:

      SetLineSpecial(5,0,0,0,0,0,0);
      print(s:"Trial complete, collect your rewards");
      ACS_Terminate(10,0);
      Floor_LowerByValue(12,16,128);
      Floor_RaiseByValue(13,8,64);
      spawnspot("PlasmaRifle",11,0,0);
      spawnspot("CellPack",12,0,0);
      spawnspot("CellPack",13,0,0);
      spawnspot("CellPack",14,0,0);
      delay(64);
      SetLineSpecial(9,ACS_Execute,12,0,0,0,0);
      SetLineTexture(9,SIDE_FRONT,TEXTURE_BOTTOM,"PH_STSW1");
      break; }

   linescrossed++;
}
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Caligari87
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Post by Caligari87 »

Hey, not bad, Phobus :) Good job balancing the fights and puzzles. I'm not usually much for puzzles, but after a little bit of experimentation, I figured them out, and they weren't too complex for my little mind ;)

I can see you stuck to the rules, and the level was still playable even when it changed color, so that's the biggest thing. The custom textures added a lot to the WAD, and made everything feel "unified".

My biggest gripe is that there's not a lot of sounds or music, and as such it's a little "empty" sometimes. That, and the water makes it hard to move at times. Otherwise, great job, and congratulations on the first inclusion. :D

8-)
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