I decided that at least at them moment I'm not really a huge fan of only using dynamic lighting as it feels really flat and over all just doesn't look that good, so I decided to go and redo all of the lighting so I could bake it in hammer, and I definitely have to say it made quite an improvement to how the map looks.
Recently Facepunch added the ability for level designers to have a bit more control over the post processing in their level via "Post Processing Volumes", so I decided to go ahead and re-add the post processing I made for DM Chambers and it definitely looks better because of it in my opinion.

I will note that I still need to figure out what the rules are with post processing priority because I noticed that it still looks different from game to game. Notably looking a bit blown out in Face punches Detahmatch.
Visuals Update
5 October 2025
🎁 Added
  • Re-added unique post processing.
  • Added a bit more detailing to the Office Cafeteria room
🧼 Improved
  • Switched from using fully dynamic lighting to Baked lighting.
⚠️ Known Issues
  • Post Processing seems inconsistent between games, either I need to figure out how to make it persistent or figure out settings that will look good across multiple games.
  • Performance also seems inconsistent between not only games but also whether or not it's being ran in the editor or the game. Have no clue what this is about or how I can fix it.
  • Sunlight can flicker in and out of existence for some reason??? I have no idea what's causing it especially considering it's baked lighting.
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