#58 posted by
Lunaran on 2015/10/28 18:17:45
Some other maps Sandy Petersen has made:
http://doom.wikia.com/wiki/Sandy_Petersen

You Reconsider Entering
#59 posted by
Zwiffle on 2015/10/28 18:17:58
or don't whatever i'm not your mom
#60 posted by
Kinn on 2015/10/28 18:20:22
I'll consider entering your mom.
#61 posted by
Rick on 2015/10/28 19:08:32
If Quake's release date had been pushed back one more year, it probably would have included colored lighting.

Rick
I don't think the guys at id would have survived another year of development. They were burned out on Quake before most of them had been able to start actual development.

Lun
#63 posted by
Spirit on 2015/10/28 19:28:00

Colored Lighting In Quake
#64 posted by
- on 2015/10/28 19:31:11
likely not just by being a year later. If you recall, colored lighting in Quake2 was only if you had a graphics accelerator, and those only started becoming common because Quake was released in the first place.
#65 posted by
Rick on 2015/10/28 19:52:06
Okay then, if 3D graphics accelerator cards had been commonly available a year or so sooner, Quake would have had colored lighting.
Either way, the strange tendency to turn up noses at colored lights in Quake makes little sense, because it barely escaped having them as standard equipment.

^ The Shrimp Is Correct
#66 posted by
Lunaran on 2015/10/28 20:00:49
spirit: then why is the old one the one that comes up on google all the time, fix the internet plz
#67 posted by
Kinn on 2015/10/28 20:39:40
Either way, the strange tendency to turn up noses at colored lights in Quake makes little sense, because it barely escaped having them as standard equipment.
Quake's textures are dark and muddy green/brown. Applying anything other than white light (or very subtle coloured light) to them makes them look like total bobbins.
Noticed how once coloured lighting became a thing in games, textures tended to be a lot lighter and had a more grey/neutral hue, so that they would still look decent once people started throwing all these disco lights around.
#68 posted by
skacky on 2015/10/28 20:44:38
Also, desaturated lights are a great means of conveying a cold feel.
My map has coloured lighting in it, it's very subtle. It definitely helps the add to the atmosphere a lot.
#71 posted by
Rick on 2015/10/28 20:53:07
"...(or very subtle coloured light)..."
That is the real problem.
Six different colors of light in this shot:
http://quaketastic.com/files/screen_shots/Wish13_e.jpg
I think only the flames and lava have rgb values that go below 200.
#72 posted by
skacky on 2015/10/28 20:55:39
Colored lighting is fine as long as the lights are not too saturated as to create disco lights. Subtlety is key.

That Shot.
#73 posted by
Shambler on 2015/10/28 21:23:28
Good example of coloured lighting done very well.
Coloured lighting was....a fairly neutral addition to Quake. Subtle and effective coloured lighting by mappers was definitely a positive addition.

I'm Going To Color The Shit Out Of My Map
#74 posted by
Zwiffle on 2015/10/28 21:30:06
you're welcome
#75 posted by
Rick on 2015/10/28 21:36:56
Well, it does say "Your worst nightmares come true"
#76 posted by
mfx on 2015/10/28 21:39:01
just delete the .lit files...

And Add Your Bumpmapping Texture Pack
#77 posted by
ijed on 2015/10/28 21:50:53

Well, I Tried To Make A Map For This Jam...
#78 posted by
killpixel on 2015/10/28 21:53:26
...only to learn I lack both time and discipline.
you monsters.

Quake 64 Has Colored Lights
#80 posted by
mankrip on 2015/10/28 23:12:44
And Saturn Quake has colored dynamic lights. So, colored lighting may fit in the retro criteria.
Fullbrights, overbrights, translucent liquids and mirrors also fitz Quake's style.
What doesn't fit: fog, skyboxes, and alphamasked textures.
#81 posted by
PuLSaR on 2015/10/29 01:38:38
Skacky, that looks really nice.
I discovered that I can't map fast, so my map is going to be not that pretty and small. But it's gonna be brutal: I've placed 9 enemies so far, 4 of which are spawns.
And a screenshot. Oldskoolish:
https://dl.dropboxusercontent.com/u/32711504/rj4_pulsar1.png