NiGHTMARE Posted September 16, 2004 What's wrong with the old NiGHTMARE? :( Seriously though, looking good. :) 0 Share this post Link to post
Nmn Posted September 16, 2004 Looking good. Classic and moody. /Me wants to play. 0 Share this post Link to post
NiGHTMARE Posted September 16, 2004 Do you mean it needs more lighting effects or it's too dark? If it's the latter, all I can say is to turn up your monitor's brightness level ;). 0 Share this post Link to post
cyber-menace Posted September 16, 2004 NiGHTMARE said:What's wrong with the old NiGHTMARE? :( Seriously though, looking good. :) It figures you'd be the first to reply to this thread. 0 Share this post Link to post
Azriel Posted September 22, 2004 NiGHTMARE said:Do you mean it needs more lighting effects or it's too dark? If it's the latter, all I can say is to turn up your monitor's brightness level ;). I think he meant more lighting effects. I agree with that. 0 Share this post Link to post
RiFlEb0bPwNzu Posted September 23, 2004 Lighting would be awesome but the maps looks good n e ways 0 Share this post Link to post
sargebaldy Posted September 23, 2004 Looks pretty good though I don't like how the hole in the ceiling coincidentally corresponds to the cracks of lava in the ground in the last shot. 0 Share this post Link to post
Erik Posted September 23, 2004 sargebaldy said:Looks pretty good though I don't like how the hole in the ceiling coincidentally corresponds to the cracks of lava in the ground in the last shot. uh uh, don't regularly use the same linedefs to change floor and ceiling heights at the same time. 0 Share this post Link to post
Dco16 Posted September 23, 2004 The hole in the ceiling and the crack in the floor are not connected. The hole in the ceiling is simply there because the lighting used for the light on the floor would look really stupid on the ceiling. 0 Share this post Link to post
sargebaldy Posted September 23, 2004 Raise the ceiling up about 1024 units or so and the ceiling brightness from the surrounding sector will bleed over. That way only the floor is bright and not the ceiling. 0 Share this post Link to post
Anders Posted September 23, 2004 sargebaldy said:Raise the ceiling up about 1024 units or so and the ceiling brightness from the surrounding sector will bleed over. That way only the floor is bright and not the ceiling. And make sure the sides doesn't have any upper texture. 0 Share this post Link to post