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Baywalls Color-Correction Pass #5688
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New color define as Maroon was a pre-existing color already used elsewhere.
1st iteration SECURITY_RED still oversaturated in-game, mind that the def color is no longer the exact rendered color as the stripe overlay is no longer raw white. Also changes a few things to use the new color which I'd missed the first time.
Sec darkred paint is now COLOR_SECURITY_RED instead of MAROON, used for windows. Sec officer's closet also swapped away from MAROON. darkred paint is the sec color, but just in case maroon paint has been added so it can still be used by mappers if they've a need for it.
Makes COLOR_BABY_BLUE hopefully match medbay tile overlays just that little better, very slight change overall. Experimentally changes the medbay walls to be VERY_LIGHT_GRAY as GRAY80 is slightly too dark.
honing in on the correct color...
Experimentally colors Medbay door stripes BABY_BLUE instead of DEEP_SKY_BLUE to match wall stripes similar to most other departments.
As the airlocks are fairly dark gray despite being COLOR_WHITE.
SUN and AMBER look fine, investigating compatibility with the orange floor decals currently unused by Atlas.
Tiny COLOR_SUN change to better match tile overlay Replaces atmospheric's salad of cyans with consolidated COLOR_ATMOSPHERICS_CYAN, actual value to be refined.
Some testing later...
50% cut in saturation
New color define as COLOR_BEASTY_BROWN is also used by several closets including Engineering which benefit from the extra saturation for readability.
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Jul 9, 2023
now properly matches overlay
Mazianni
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Jul 10, 2023
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looks good codewise. see comments on discord re: color choices
Single door stripes.
Double door stripes
Not doing all the fancy previews again, but it now Looks Better. |
silicons
approved these changes
Jul 13, 2023
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About The Pull Request
This is a Code/Spriting PR. Some Map changes may follow in the future to address remaining issues,
The goal of the PR is to refine and consolidate color design choices of the new Baywalls. I've done what I can not to stray too far from theme where it's been voted on, though changes have been made to most departments. Rather, the aim is to execute the presentation more consistently.
Several colors previously at 100% saturation have been toned down, most department's palettes (except for Civ and Sci) have had tweaks and corrections made in some way. Atmospheric's chaotic color scheme in particular has been overhauled into a single proprietary department color.
Some new color defines have been added to avoid altering sprites which previously shared colors with certain departments.
Why It's Good For The Game
Much as Baywalls already look quite good, their current implementation has extremely clashing and oversaturated colors which look completely out of place as well as many inconsistencies.
These changes have been designed to retain the core principles behind those color choices while addressing their issues.
Seen as this PR is all about color, below is a(n outdated) visual summary of changes:
Changelog
🆑
add: Defined three new colors: COLOR_SECURITY_RED, COLOR_ATMOSPHERICS_CYAN and COLOR_CARGO_BROWN;
add: Added "Maroon" mapping paint (Old Security color);
tweak: Altered COLOR_EXPLO_VIOLET, COLOR_SUN, COLOR_BABY_BLUE and COLOR_WALL_GUNMETAL;
tweak: Added stripes to Engineering airlocks;
tweak: Recolored stripes on Medical airlocks;
fix: Wall and door stripe sprites now match Airlock sprites in color.
/:cl: