as for me, "before" image looks better, because of lighting and submarine
I agree... Lighting was better, more contrast, it was looking like something dangerous and evil, now it looks usually...
I focused mostly as you'll see by my blog post on the flow and level design of this level, getting it balanced out for a good game play experience. I agree that my lighting skills aren't as good as Robert's (I to know my weakness!).
On another note, This level is so full of details that I couldn't get it to compile anymore because there were too many entities. Rob had for 1 light source sometimes 5 to 6 entities (light prop/point_spotlight/2 to 3 spot_lights/1 light). Multiply this by I don't know? 300 lights? You get the picture? I removed all those lights and added detail in other places where needed instead. I remember I got the map down to a few entities less than what I could have in order to make it compile. A few entities more and it won't compile anymore.
I tried getting a decent balance between the visual aspect of this map and the flow / design of it. It increased in size about 50%, in order to accommodate for this extra room I needed to simplify other rooms.
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