Stop adding destructible lights everywhere on your map

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thefleshpound

FNG / Fresh Meat
Aug 27, 2010
147
17
0
After coming back and playing 'Catacombs' for the first time, I can only remind everyone again:

Stop adding destructible lights everywhere on your map! :eek:
 

Dragontear

FNG / Fresh Meat
Apr 29, 2015
98
3
0
Ol'Blighty.
Might have to displease you on that count, working on a decrepit forest defend-the-house map with... yes, destructible lights. On the other hand, the fog comes so close that even with no lights, shapes will be made out. That okay? XP
 

Swift-Brutal-Death

FNG / Fresh Meat
Aug 18, 2009
902
35
0
This is what I'm shooting for with my work. I try to have a base layer of light that is playable (matter of opinion I suppose) and then have destructible lights that make it brighter. I used to want a lot of dark places but I know many players simply stop enjoying it, so striking a balance has been then goal.

Spoiler!
 

LiquidArrow

Member
Apr 20, 2015
554
8
18
Conforming a design to what some people like opposed to what others like is not a good practice when creating a Design for any Level.
 

thefleshpound

FNG / Fresh Meat
Aug 27, 2010
147
17
0
I think it's a fine line between esthetical aspects and playability. 'Catacombs' looks amazing, but it's very hard to play in a game like Killing Floor (2) due to it's terrain being pretty uneven and it generally being too dark with those destructible lights. I also had problems with all the different colored lights and weapon effects contrasting it's darkness.
 

Alex Milo

Member
Dec 21, 2010
86
5
8
I get what you're saying, not having completely dark maps and all, but not when it comes to Catacombs. It is a hard map yes, and some areas are pitch black, BUT it's really not that hard making out where you need to go. They've done a fine job on collisions so you don't get stuck or blocked while running through the dark. Never expect to survive in the first try. ;)

The map I'm working on (my very first) will be set in an underground lab much like BioticsLab, but some areas will have some actual skylights in the ceiling, so these areas will be naturally lit, and where you might end up fending off the zeds in the end. Then I will also have the (other) skylight lighting on about 2-5% so you can still make out some of the areas, even when all the lights are completely destroyed. I might also have some of the lights not completely destructible, but just flinkering, and some spinning red 'alert-lights' which are not destructible.
 
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Fok

FNG / Fresh Meat
Feb 1, 2017
171
2
0
38
Lol is not about "atmosphere" and "make it fancy". Its all about forcing u to change areas all the time. Destroy-able doors and lights are parts of that same concept.