I watched your e1m1 video and I can give you some feedback on it.
Slipgate areas are too red. It seems unrealistic to me that the little slipgate lights would create so much light. IMO, if you are going to suggest that the slipgate lights are the only light sources, it should be really dark with the red lights barely revealing the slipgate.
Acid light is very strange. If the acid was going to add light it should be reflected light. The first acid pool draws a green band like 1/3 of the way up the wall. That sticks out in a really bad way. In the ramp room acid is casting light all the way up to the top ramp to a small degree. IMO, implying that acid gives off it's own light, and certainly so much of it, is not a good design. My suggestion would be to let the acid give off reflected light based on the amount of light in it's environment. So the first acid pool would have a faint, gradient glow traveling max 32 quake units up the wall and the ramp room would have an almost non-existent glow traveling about 8 q.u. up the wall.
The following critique is more a personal preference than any reality based one. Having the Quad (any pickup) stand as the main light source for an area is cheesy. Sure the quad should look bright but ... light the alcove? Everytime I see something like that I feel like the game is trying to hard to imply something. It would look better if the alcove was almost entirely dark, maybe just a hint of blue on the walls closest to the outermost part of the quad but, the quad was perfectly visible.
I also agree that the maps are too dark (at least e1m1). I know the ambience of Quake is meant to be dark but, that's not how to get the best look and feel. For instance, the first acid area has a huge window in the roof, that area can be made brighter and rely on the interesting shadows the window frame will cast. The ramp room is probably the right amount of dark. I don't recall lights coming on when you hit the buttons in your video though. Maybe they did and I just forgot.
If I had to summarize all of this: You seem to do fine (albeit a little dark) on regular light but go too far on colored light. Your colored lights all tend to blanket a room or intrude heavily on an adjoined space.
I read on your blog where you were shown that lava can light a night sky. I feel like that info is not going to help you and it's just going to have you painting entire rooms orange. Nahuel made a RTL mod for darkplaces that let's you place lights and adjust the properties. I don't know how encompassing or friendly it is but, it seems like something you could use. It doesn't matter if lava can light the universe. What looks really good? Should be the only question, ever.
There is a lot of really nice light in the map, as well, IMO. It just doesn't help you much to point out all the good when you are trying to fix the bad.
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