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#1
Hazard Lighting Bad
Archive: 2 posts
One of the most frustrating changes with LBP2 that in my opinion is a bad design decision is the lighting on the hazards. In fact I have not met one person yet that likes the way the hazards work now. Electricity for example has this massive glow to it. Can't even put it in dark levels without hurting the eyes and glow makes seeing hard. Only way to use it is have electric pieces far apart which doesn't work when you create extreme platformers. And gas has an even more in-distinguishable border/edge than it did in 1. And bouncing off fire rarely works now. My question is related to the electricity. Is there a way to dim the electricity brightness without effecting global settings? The electricity itself doesn't seem to have a brightness setting. Either way at this point it is enough to make me go back to playing LBP1 like some on my friends list have. Problem is MM improved the graphics and lighting, which is good on stuff other than the hazards, especially electricity which is now way to bright. | 2011-02-04 22:35:00 Author: Hana_Kami Posts: 393 |
I actually like the electric glow (though I'm sure it might be distracting in especially dark levels), but I'm with you on the gas and fire issues. I kept trying to "fire-bounce" across the second jump under the giant mech's foot in that Avalon level ('cuz I didn't realize I could grapple the squished bot under his foot), but it would always insta-kill me. As for your question, I don't think there's a way to change it, but in lbp1 when we would use the plasmafy glitch, it was discovered that the plasma came out brighter based on the material plasmafied, so you might wanna' experiment with different materials. | 2011-02-04 22:50:00 Author: Sehven Posts: 2188 |
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