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I still haven't given SecMod a proper playthrough, but I did just run around hydro4 in DromEd, and the visual problem is that the green lighting overwhelms what little color this texture set has, giving the entire level a sickly monochrome look. I tried tweaking things to more of a desaturated blue-green, and IMHO it's much easier on the eyes that way.Also if I hadn't been playing through DromEd I would have been cursing your name. Drowning puzzles are my least favorite thing ever in games, even worse than escort missions. And then an insta-kill death trap right after the worst one? GRRRRRRrrrrrwhydon'twehaveanyangrysmiliessss....But the ambient track is pretty cool. So there's that.
Catching up with the latest Secmod after a gap of about a year and a half.Do all weapon modifications only have 2 mods to choose from now, rather than the list of 6 they used to have?
The point of the level is to show off large scale views with fog and precipitation effects rather than dark corners, raising the ambient lighting a little and leaving the rest of the lighting to be sparse notes to be spread around gave me enough for what I had in mind. I don't think it would improve the level much to lower the ambient lighting back to normal parameters and add more lights all around, what it would benefit the most from is geometry improvements and maybe finding some way to have both enemy encounters and maximized level uniqueness and creep factor. I thought about having enemies emerge only when you're on your way out of the level but thought that was too cliche.
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