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[H] High Gamma and map lighting

Forum Index > SC2 Maps & Custom Games
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Archivian
Profile Joined November 2010
United Kingdom362 Posts
April 20 2011 09:36 GMT
#1
In the past whan I have made maps, it seems that for a good number of people the lighting has induced "eye cancer". Coz it is so bright.

When I tried to lower it, i could barely see anything coz it was too dark, and the first set of ppl said it was better but to bright, where i had others saying its too dark i cant even see the spawn ramp in the fog of war.

It seems alot of player have their ingame gamma set to 100% in game where i tend to have mine set around 60%.

I was wondering if anyone knew the optimal settings to do lighting that suits 100% gamma players and everyone else. Or at least what are the main settings that count.

being able to play with the light can change the look feel and textures which is great for some creativity considering there are alot of standards that need to be met for maps.
If I can help it i would like to not have to give that up as well and just going with standard when making maps.

any advice?


"you were only supposed to blow the bloody doors off!" Micheal Caine
sob3k
Profile Blog Joined August 2009
United States7572 Posts
April 20 2011 11:28 GMT
#2
I would just try to match overall the lighting levels of other well liked maps.


If you want something bright and visible, keep it in the range of Tal' Darim/Shattered Temple/Blistering Sands.

If you want something in the darker range try to keep it around Shakuras Plateau/Crevasse.

Personally I would always err on the bright side, very few whiny people complain about "eye cancer", whereas being totally lost in the dark ruins gameplay.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
monitor
Profile Blog Joined June 2010
United States2408 Posts
April 20 2011 14:12 GMT
#3
It's not so much the brightess. If you change any of the settings under lighting, it causes really high contrast on buildings and units, which hurts your eyes. Just use one of the default lightings built in to the editor, and don't change it.
https://liquipedia.net/starcraft2/Monitor
Archivian
Profile Joined November 2010
United Kingdom362 Posts
April 20 2011 15:03 GMT
#4
@ monitor

but there sooo dull

i mean literally they are quite dull. You can do some awesome sunset lighting with long shadows and everything. or use the light to being out certain textures more than others, in those cases chaning the light means a full retexturing.

Even sometimes when i leave it on standard, and all i do is reangle or light source or change the colour, that seems to be blinding to high gamma users. And im comming across them more and more, mostly in the master league.

I think there is alot more ppl than i thought who use 100% or close too on gamma.
"you were only supposed to blow the bloody doors off!" Micheal Caine
dimfish
Profile Blog Joined February 2010
United States663 Posts
April 20 2011 15:13 GMT
#5
I use the default lighting setups as well for the same reason. Something you have to realize is the players aren't casually walking a probe around enjoying the look of your map--they're macroing and scouting and looking for proxies and they want to see game information first, map information second (if they even notice it at all!).

So really, if players complain, you gotta fix it. The spectators love a cool map, but nobody can spectate a map that no players will play on.
iGrok
Profile Blog Joined October 2010
United States5142 Posts
April 20 2011 15:19 GMT
#6
unless you're really good at subtly tweaking the lighting editor, or you aren't going for a competition map, stick to the default choices. There are a lot of good ones in there.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Archivian
Profile Joined November 2010
United Kingdom362 Posts
April 20 2011 15:44 GMT
#7
On April 21 2011 00:19 iGrok wrote:
unless you're really good at subtly tweaking the lighting editor, or you aren't going for a competition map, stick to the default choices. There are a lot of good ones in there.


damn, i think we know subtlty dont go together too well when it comes to lighting.

guess its back to the standard stuff.

thanks guys
"you were only supposed to blow the bloody doors off!" Micheal Caine
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
April 20 2011 16:42 GMT
#8
--- Nuked ---
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
April 20 2011 16:44 GMT
#9
I have to agree with dimfish, you can make small changes to the lighting but nothing drastic. You really cant go wrong with default lighting settings as far as gameplay is concerned.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
adso
Profile Joined March 2011
718 Posts
April 22 2011 23:46 GMT
#10
Lighting testing is long as hell

But these "changes in the mold" could (at certain "key areas") be an awesome separate feature!
(acting as another form of losb / space partitioning / specific gameplay required...)

Otherwise, we would need lan to allow players high graphics play...
(+ Show Spoiler +
everyone plays on low, players are conservative on their ladder, not on customs (less at least
)
to use lighting awesome doodads
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