Unreal Tournament
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Learning level design from the masters

Continued.

Colored Lighting
Some gamer folks dont like colored lighting. They have a reason for it - us mapper folks tend to poke their eyes with it. But the UT Engine has colored lighting for you to create mood, accentuate features and delineate areas. Look at RA-Shinigami.unr, a map for the Rocket Arena version for UT. Colored lighting helps create the fantasy landscapes the author had in mind.

 

Outside areas
According to me, outside areas should be vast, with tall towering buildings in the distance. And there should not be a sense of limitation. I am using two examples to illustrate my point, UNF-Spitzer.unr by Niles 'skankey' and UNF-Groomlake.unr by Rob van Dijk. Both have nice looking outside areas. One emphasises horizontal distance and the other vertical distance

Next time, I'll talk about more design elements in UT maps and we'll open up a few Q3A maps too (hmmm, sounds interesting). Till then.

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Part II

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