[screenshot]http://img156.imageshack.us/img156/8716/zwischenablage1.jpg[/screenshot]
my haunted map. first lighting tests
my haunted map. first lighting tests
There's a crane cable holding it (the crane is above the shot). The angle doesn't do justice.Floating crate?!
Looks good. I'd suggest decreasing opacity on your beams (also maybe make them a little yellow ish to fit with the light source). Gameplay wise, the environment looks rather open. If the player can shoot through the shelves (albeit with some scattered collision) then baddies will be easy pickings. This is doubly true for the top floor above the shelves.Bi()ha2arD said:my haunted map. first lighting tests
Screenshots of a level I'm making for Brothers in Arms Hell's Highway. Map is only about 20% done atm so it will be considerably better looking once it's finished
[SCREENSHOT]http://evilmrfrank.com/images/BIAProgressShot1.JPG[/SCREENSHOT]
Screenshots of a level I'm making for Brothers in Arms Hell's Highway. Map is only about 20% done atm so it will be considerably better looking once it's finished
[SCREENSHOT]http://evilmrfrank.com/images/BIAProgressShot1.JPG[/SCREENSHOT]
Map should probably be quite a bit lighter than that if those light beams are that bright.