It isn't full daylight to be sure, but this screenshot in particular isn't dark in the slightest. How you get "too dark" from a scene with perfect visibility in multiple directions is beyond me (the Doom 3 comparison is even more baffling :p).
The areas seen in the objectives demonstration video certainly are dark, but I think the devs are striking a good balance with lights in select locations.
I hope they keep the element of other teammates lighting the way for those without flashlights, as that would definitely result in some scary situations where you need light but don't have it *right there*. Flashlights are plentiful and universal in Left 4 Dead and Zombie Panic. I think it would be positive to make them a more scarce resource in No More Room In Hell.
But in this screenshot here, I can't even see any of the details on the gun. It's completely wasted. They should go for L4D styled Darkness, where it's dark, but you can still see without needing up your brightness 30%.
Zombie Panic suffers from being frustratingly dark sometimes. To the point where I'd not even play on alot of maps.
I'm by no means informed on view-models, but I'm sure there'd be ways to improve the visibility on them *without* turning maps into fullbright wastelands where there's light every five meters so you can see the scratches on your shotgun. Maps without visual contrast between light and dark tend to be rather bland.
To use Left 4 Dead 2 as an example, note a campaign set in the day such as The Parish. There are still dim and really dark stretches mixed in with the bright street spaces. Without those spaces, the game loses a lot of tension and atmosphere.
That is definitely in the game and a major component of playtesting we've found. There are only ever at most four flashlights in the map (because any more than four dynamic lights on a surface causes Source to freak out) so we've found that people really stick to the person with the torch, otherwise it's death. It's pretty intense!
Really, really happy to hear this! Perhaps there could be a visible trade-off between a personal flashlight and heavier weaponry? (Assuming there isn't already, I see that someone with a flashlight had a pistol in his other hand. Is he able to wield shotguns or rifles with his flashlight?)
I think it looks great with the darkness. If you look at the L4D beta it looked much better with the darkness. I hope they keep the dark atmospheric look of the maps.
Now THAT'S a creepy zombie.
Just looks sleepy to me.
Me before my morning coffee xD
im embrassed o0
(buried)
All these screenshots are too dark. I understand you're trying to do it for scare factor, but remember the lesson Doom 3 taught game developers:
Making it really dark isn't scary; it's frustrating & annoying.
Looks good besides that, but most detail is hard to see, even in that daylight screenshot.
It isn't full daylight to be sure, but this screenshot in particular isn't dark in the slightest. How you get "too dark" from a scene with perfect visibility in multiple directions is beyond me (the Doom 3 comparison is even more baffling :p).
The areas seen in the objectives demonstration video certainly are dark, but I think the devs are striking a good balance with lights in select locations.
I hope they keep the element of other teammates lighting the way for those without flashlights, as that would definitely result in some scary situations where you need light but don't have it *right there*. Flashlights are plentiful and universal in Left 4 Dead and Zombie Panic. I think it would be positive to make them a more scarce resource in No More Room In Hell.
(buried)
But in this screenshot here, I can't even see any of the details on the gun. It's completely wasted. They should go for L4D styled Darkness, where it's dark, but you can still see without needing up your brightness 30%.
Zombie Panic suffers from being frustratingly dark sometimes. To the point where I'd not even play on alot of maps.
I'm by no means informed on view-models, but I'm sure there'd be ways to improve the visibility on them *without* turning maps into fullbright wastelands where there's light every five meters so you can see the scratches on your shotgun. Maps without visual contrast between light and dark tend to be rather bland.
To use Left 4 Dead 2 as an example, note a campaign set in the day such as The Parish. There are still dim and really dark stretches mixed in with the bright street spaces. Without those spaces, the game loses a lot of tension and atmosphere.
That is definitely in the game and a major component of playtesting we've found. There are only ever at most four flashlights in the map (because any more than four dynamic lights on a surface causes Source to freak out) so we've found that people really stick to the person with the torch, otherwise it's death. It's pretty intense!
Really, really happy to hear this! Perhaps there could be a visible trade-off between a personal flashlight and heavier weaponry? (Assuming there isn't already, I see that someone with a flashlight had a pistol in his other hand. Is he able to wield shotguns or rifles with his flashlight?)
hell yeah, can't wait for the release.
I think it looks great with the darkness. If you look at the L4D beta it looked much better with the darkness. I hope they keep the dark atmospheric look of the maps.
ZAMBIES!