So in the course of working on TNT:Forever, I have consistently struggled to balance the lighting in the maps to have the right atmosphere for both classic chocolate/vanilla sourceports, and also modern sourceports like GZDoom.
For example, if I want to make a really dark, scary area, and I make the lighting appropriately spooky and ambient in Chocolate Doom, it is far too bright and loses all its atmosphere in GZDoom. Conversely if I make something really dark in GZDoom, it is virtually unplayable in Chocolate.
Any thoughts on how to balance these two lighting approaches, because I have no idea. What would be the general approach to this problem?
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Kyka
So in the course of working on TNT:Forever, I have consistently struggled to balance the lighting in the maps to have the right atmosphere for both classic chocolate/vanilla sourceports, and also modern sourceports like GZDoom.
For example, if I want to make a really dark, scary area, and I make the lighting appropriately spooky and ambient in Chocolate Doom, it is far too bright and loses all its atmosphere in GZDoom. Conversely if I make something really dark in GZDoom, it is virtually unplayable in Chocolate.
Any thoughts on how to balance these two lighting approaches, because I have no idea. What would be the general approach to this problem?
Thanks in advance.
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