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Darkterritory = DM-DT-ReImagined

Posted: Fri Feb 16, 2018 5:07 pm
by papercoffee
Regarding this post of mine...
viewtopic.php?p=105133#p105133

I'm working on my first Redeemer Arena map. Just for fun.
And to proof that a Redeemer Arena map doesn't have to be an ugly bunch of random brushes.
The really big main building in the centre is the Lighthouse with the best view over the map but with the disadvantage to be spotted very well.
Around the map will be a death-zone don't go over the boundaries the storm will shred you to pieces.
Next step will be some other buildings in the outskirts and maybe some underground passages.

I experimented with the skyzone...
DT-ReImagined03.png

Re: Darkterritory = DM-DT-ReImagined

Posted: Fri Feb 16, 2018 7:59 pm
by Red_Fist
Now it's too dark, well only in a way that seeing the black outline of buildings or trees against the sky was looking pretty cool.

And also the game settings could change things from the screenshot.

Re: Darkterritory = DM-DT-ReImagined

Posted: Fri Feb 16, 2018 8:51 pm
by papercoffee
Red_Fist wrote:Now it's too dark, well only in a way that seeing the black outline of buildings or trees against the sky was looking pretty cool.

And also the game settings could change things from the screenshot.
Haha... ingame it's nearly too bright (I have brightness set on half)
I have to experiment with the zonelighting.

This is btw the play area.
DT-ReImagined04.png

Re: Darkterritory = DM-DT-ReImagined

Posted: Sat Feb 17, 2018 2:50 am
by EvilGrins
Somewhere or other I've got a DM where there's a lighthouse, which is also mostly too dark except on whatever side of the tower the light is shining.

Standard lighthouse, the light moves in a gradual circular manner to alert ships where it is.

Your map, is the light omni-directional or does it shine in one direction but slowly turn?

Re: Darkterritory = DM-DT-ReImagined

Posted: Sat Feb 17, 2018 3:09 am
by Red_Fist
You are confusing the maps lighting to how a lighthouse works. Although UT does have a "searchlight" that rotates, but I don't think that is the main thing he is making the map for.

I was thinking if one could put a light cone that rotates along with a searchlight. Then you could see some beam moving and not just light. But you never see the light from a lighthouse since it's up high shining horizontally.
so what you would need is like a strobe that would shine only at like 6 sides. So you could make 6 very bright lights and have them shine every (360 / 6) then have them flash at those times by adjusting the "phase" setting of the lights.

That would make it appear to flash and rotate as you would see in real life.

Re: Darkterritory = DM-DT-ReImagined

Posted: Sun Feb 18, 2018 2:28 am
by papercoffee
No no... I just called it a lighthouse, but it has no moving lights like a real one.

Edit--------------------------
Here some screenshots.

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I think I won't add any more brushes. I'll add player-starts and maybe a little pathing ...teleporter to reach the upper parts of the LH... but I think it's done.
It took me already longer than I had intended.
This map is not intended to be played with bots... but I try to add some simple navigation into the map. The bots won't reach the whole are.

Re: Darkterritory = DM-DT-ReImagined

Posted: Sun Feb 18, 2018 3:18 am
by Red_Fist
Ya but, if we can't see moss in the crack of a crack on an ant sized rock, map ain't no good. :P those redeemers are in HD vision.