Deacon

2v2 Slayer

Map Description

  1. CertifiedChamp
    Deacon features a Damage Boost in the bottom pit and a Light Rifle close to red spawn. There are also archways that sit above the DB spawn which players can use to drop down on people, but leave those players exposed to most lines of sight in the main atrium, at times forcing them to drop.

    I also took priority over the art on this map so that I could do the theme justice.

    Thanks to Yeti For Hire for feedback/suggestions.

    I recently went back through this map and (mostly) resolved the lighting issues with the map among other things.

    2019 Major Changes:

    -Lightmap reduced to prevent dark/broken lighting on objects via object optimization and disabling lightbake on preexisting objects and vice versa.

    -Resolved the previously bright, "bleached" map lighting:

    Before:

    [​IMG]

    After:

    [​IMG]

    -Artificial interior lighting generally enhanced.

    -Exterior map fog thickened, and previous yellow/green colour swapped for a yellow/brown tint as the background canvas mountains took up this yellow hue harshly.

    -Added additional detailing to the cathedral rooftop.


    Nano, II SEGA USA II, Ryley and 24 others like this.

Discussion

  1. FIipyn

    FIipyn Marine

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    Great looking, downloading now.
     
    CertifiedChamp likes this.
  2. Ryouji Gunblade

    Ryouji Gunblade ONI Agent

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    Love the exterior especially.
     
  3. MartianMallCop

    MartianMallCop Spartan I
    Forge Critic

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    This art style is very very cool. My only criticism is on the art is that I think you need some improvement with your lighting. The detail work is well done with what you have available with halo 5's forge but I think the general lighting is way too bright on the map. That and it kinda comes off as barren and empty. You could then use orangish yellow lights to highlight areas on the map like doorways windows always etc. Essentially use lighting to create visual framing and direct flow. Dark Souls 3 uses a lot of light blue point lights in interiors to make them seem colder inside the uses orangish yellow lights by doorways. It makes you almost see the temperature.

    https://goo.gl/images/y858Vk
    This picture is a good example. You could probably even use some white to get that coldness across as well


    Regardless looks very impressive

    Not gonna comment on gameplay because I'd have to look at the map in more detail for that
     
    #4 MartianMallCop, Jul 5, 2018
    Last edited: Jul 5, 2018
  4. CertifiedChamp

    CertifiedChamp ONI Agent

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    Yeah, I got a bit lazy with the lighting near the end, so I'll definitely go ahead and take a look at it. As for gameplay, don't really expect anything spectacular but it's fun for what it is since I took priority over the art on this one. I was also planning on adding some props to the map which I'm still working on in regards to it feeling empty
     
    MartianMallCop likes this.
  5. MartianMallCop

    MartianMallCop Spartan I
    Forge Critic

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    I wasn't terribly concerned with the lack of props. But more certainly wouldn't hurt.

    Here's another fun thing then if you wanna focus on art. With Gothic architecture the most iconic feature is the flying buttresses
    https://goo.gl/images/y858Vk (yes it is a real architecture feature name)

    Could be a fun thing to look into
     
    CertifiedChamp likes this.
  6. MultiLockOn

    MultiLockOn Promethean
    Forge Critic Banned Senior Member

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    Lighting sucks. Otherwise....





    cool.
     
    CertifiedChamp likes this.
  7. CaptainDireWolf

    CaptainDireWolf Forger of the Wild
    Staff Member Forge Critic Senior Member

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    Wow! I'm a little late to the party here but this looks damn good. The details of the floors and walls are tight as hell. Really nice work man.
     
    CertifiedChamp likes this.
  8. CertifiedChamp

    CertifiedChamp ONI Agent

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    CertifiedChamp updated Deacon with a new update entry:

    Lighting and Art Edits

    Read the rest of this update entry...
     

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