I really like those colors you're using. Have you though of using some contrast, though? Instead of having an all red hallway, you could use blue at the end of the hallway. Just an idea I really like your design, though!
(06-30-2015, 12:55 PM)Rahmerh Wrote: I really like those colors you're using. Have you though of using some contrast, though? Instead of having an all red hallway, you could use blue at the end of the hallway. Just an idea I really like your design, though!
The hallway screenshot was taken while script changing sepia colors was running, so this is pretty much why it looks so orangeish - without the sepia the hallway has orange coloured lighting coming from the candles, and blue light coming from the next chamber. Thanks for the feedback though!
Thanks!
Some new screenies below, and quick news (taken straightly from ModDB)
News:
Spoiler below!
Quote:First thing I'd like to start off; we regret to inform you that we are not using isolated full conversion anymore, thus no custom lantern or menu will be implemented, but that deffinitely does not affect your gameplay. The reasoning for such abrupt change is related to a bug, that used to occur every time a certain script was supposed to start. We've fought tooth and nail, trying to diminish the issue, though in the end, we end up splitting the mod into a regular custom story, as we did not have any ideas anymore how to fix the bug, and besides we do not really have a huge need for IFC - it was just a feature we thought would be nice.
Secondly, the mod is growing bigger and bigger very quickly, every days diffrent maps and scripts are completed, new music is being composed. I've (Lazzer) just finished the final storyline version, and we have it all planned out nice and smoothly, awaiting to be used in game. Chapter 2 (out of 5) is already almost finished, and the work on Chapter 3 has just started.
Well, that's pretty much all I gotta say as for June 15th. The mod should come out before SOMA, which is released on 22nd of September this year.
Screenshots: [some areas are still under work]
Spoiler below!
(This post was last modified: 07-15-2015, 12:20 AM by Slanderous.)
(08-08-2015, 11:23 PM)Robosprog Wrote: Honestly, I think you should use a broader range of colour in a fair few cases. Some of your screenshots seem to just be one dominant colour, a good example being the last one - a very light red room, with some orange accents, and brown furniture/walls. It's obviously a more detailed map than the one prior to it, yet, that one looks better because of the contrast between the blue and yellow. You really need to broaden that range man.
Dishonored's a decent example:
Spoiler below!
Spoiler below!
Also, Half Life 2:
Spoiler below!
Spoiler below!
As you can see, they all use contrasting colours. Your best scenes ALL do this, and I'm certain that isn't a coincidence. Try and use it in every environment you make - even if there is only a candle that can be lit in the room, ensure there is suitable contrast with the darkness. It makes everything look better. I know you've probably heard all this a million times before, but it has to be ingrained. What you've done looks alright, and pretty good in some case, but you just need to take it that step further, and from there keep a steady pace up the stairs.
I suck at contrasting, I gotta say. When I'm building a room, or a hall I usually focus myself on creating one colour, because I can't think of other ones, of what could I add there to spice up the colours. As you can notice, I tried placing some green lights in the library thing, as well as I also put a few windows, but that doesn't quite work the way I intended it. I guess I'll put more effort into contrasting my maps. Cheers for the honest criticism.