AmissaAnima wrote:Hello folks something came to mind while walking in the middle of the night with the full moon out and shining and that is how awesome would a night level look coupled with Ashes? As we've never played on a map that has been in the middle of the night before only sewer levels and dark rooms with no lightning on. And I personally would love seeing Vos adding a night level into his future work.
While i perfectly understand that he and his team solely decides what will be added in the game or not I thought it would be nice sharing my thoughts and see if others share the same opinion as me or not.
As others have mentioned, there are the Boneyard level in 2063, the first level in Dead Man Walking, and the cannibal stadium and road to site SIGMA in Afterglow. They're some of my favourite levels precisely because they're at night, so there's plenty of wiggle room for cool and fancy lighting play.
Ihavequestions wrote:CyberneticPhantom wrote:It's definitely night time during the Rink lol
I'd also argue Missile Gap is night time or at least early enough in the morning for it to still be dark out and basically be night time.
I do see what you're saying though in terms of color palette and stuff
Well, yeah, they're supposed to be dark but are still fairly bright, giving you daylight colors that are just a tad toned down -- not enough for a proper nighttime setting. This mod in general is too bright on too many occasions.
june gloom wrote:Regarding light levels... I actually think the mod is very good with its lighting, though some parts are dark enough that if you adjust your lighting a certain way they become basically un-navigable when your lantern is dead. I would actually like to see a flashlight now that GZDoom allows for spotlighting. Perhaps in a fan episode?
(Speaking of which, how does one go about making a fan episode? Dead Man Walking was baller and I've got some ideas I've been wanting to play with.)
I like to load up
Caligari87's DarkDoomZ to fine-tune the darkness in those levels. As a nice bonus, in legacy 2063 when the lantern was a huge nuisance that I didn't care for at all, I used DDZ's flashlight function shamelessly as my light source, set to simple/incandescent/handheld so it jiggles like it's attached to Scav's clothes like one of those old military L-shaped flashlights that can take a proper beating.
In Enhanced and Afterglow, now that the lantern is so much better, I refrain from that, it's a bit cheesy. Rather, I go for
RicardoLuis0's Flashlight+ so I can modify the light to be a very dim and short-ranged beam (like an LED penlight with almost dead batteries, it's plausible for Scav to have one if you think about it) that really only serves as an emergency lighting alternative when I burn through all of my lantern battery in levels where I can't recharge it at all.
EDIT: Forgot to mention one thing about the enhanced lantern: in the normal light levels of the mod, it brightens up rooms very slightly even beyond the dynamic light's radius. If you darken the game with DDZ, that effect is lost and all you have is its circle of light.