Balancing-Darkness: Difference between revisions
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muzzle flash is gameplay feature | muzzle flash is gameplay feature | ||
Mention how having darkness in a High Key game is pretty moot. [[Low Key Lighting]] | |||
Games like Natural-Selection fell victim to lighting theory, they didn't understand. They eventually added highlighting to the characters so people could see. Little did they know that the more they stepped into the High Key direction, the lesser information the eye has to discern a threat. | |||
The Oiriginal Day of Defeat was Low Key, and next installment was High Key. This game experienced a mass exodus and became culturally dead because of communism. The end result was tons of orange maps. [[Orange-Maps-Are-Emo-Philosophy]] | |||
Valve's ecosystem has been sapped, |
Revision as of 09:37, 8 February 2024
Examples of how goated original dod was
muzzle flash is gameplay feature
Mention how having darkness in a High Key game is pretty moot. Low Key Lighting
Games like Natural-Selection fell victim to lighting theory, they didn't understand. They eventually added highlighting to the characters so people could see. Little did they know that the more they stepped into the High Key direction, the lesser information the eye has to discern a threat.
The Oiriginal Day of Defeat was Low Key, and next installment was High Key. This game experienced a mass exodus and became culturally dead because of communism. The end result was tons of orange maps. Orange-Maps-Are-Emo-Philosophy
Valve's ecosystem has been sapped,