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Old 12-19-2016   #6
toaster
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Well, I mean. There's trying to follow what you're imagining, and there's being overly rigid.

I'm pretty sure nobody wants the temple to be day-glo bright, but SRB2 doesn't have dynamic lighting, and overly dark sections negatively affect gameplay. It's important to consider the limitations of the engine and medium and to be flexible when one runs into them. Sometimes, aesthetic compromises have to be made to prevent causing problems with gameplay. Think about Starlit Warehouse from 1.09 - a very dark Match map that didn't survive the modifications to the lineup for the modern day, not least because of (its attempt to) place visuals in front of gameplay experience.
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Last edited by toaster; 12-19-2016 at 06:04 PM.
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