Oh ok, was wondering. I wouldn't touch the lights though. If someone has trouble seeing they can turn on their flashlight. I like the really dark areas because it adds options for infantry. Sneaky stuff ya know?
Cheating will be an issue until candles gets pure working. It's painfully easy to just make infantry, turrets and mines glow in the dark.
What exactly does pure cover anyway? Id be less the amused at being forced to use derparticles again.
Yes, I am with Teef on this, collisions fixed by candles, and we know how long we have been dealing with collisions. Now for some more eye candy. I brightened it up just a smidge, not too bright, so you still feel like its a cave. And re-textured the floors with something more dirt-like.
It'd also be really cool to have an infantry map made on this same tileset. As far as I've seen there have been no fully-contained cave infantry maps. An NF infiltrates a BE mine scenario where NF has to destroy various mining machines/push buttons to sabotage systems would be really cool. It could use this cave style setup as well as the brenodi building interior tileset. Might be a little too much but this setting has such a great atmosphere and would work quite well for that.
emp_caverats_rv1 is up on dropbox for dload. Textures from screenshots above are inside bsp. Use pakrat to extract them if you need them. Only $25 royalty fee...Nah... just kiddin.. https://www.dropbox.com/s/eahqhxu6ro4tn6o/emp_caverats_rv1.zip?dl=0
Yeah, I was thinking something like a 2fort style map, with most of it undeground tunnels with opening to topside with bothsides facing across a no-mans area. Kinda in a vietnam style bunker complex. especially like small ladder areas to climb to different levels, and sections that have to be prone navigated. Anyone know what prone height is off the top of your head?