Greetings all,
Yes, caustic is toned to the green scale.
- Now why is this so?
The storyline revolves around this location being a mining facility that was not really concerned with environmental "overflow" of the processing methods. (and one of the reasons the company went bankrupt) There are many components or machinery that are dumping out exhaust and particles straight into the atmosphere. With heavier gravity, dense atmosphere, and extreme temperature, this all leads to this area of the planetoid being "tainted" or polluted. The particles hanging in the atmosphere lend the green tint to everything, this works exactly the same as we would see here. Changing a rooms wall colours will effect the reflected surface colour we see on every object in that room. For this map it's just extreme as it's everywhere, the ground, the objects, and the sky.
Ref:
The valley of CMO 26 is a lifeless, tide-locked rock laced with titanium, platinum, and countless other minerals. Giant run-off pipes lead into the centre -- a bowl-shaped field full of heavy dust and brutal temperatures reaching extremes at the top of the volcano.
- Surface Gravity: 1.2
- Atm. Pressure: High (Tainted)
- Ambient Temperature: 85° C
Additionally keep in mind that the latest engine updates and DX11 have not been fully utilized for clean delineation of colour profiles and blending. There is much that can be done to accent the colours we have in game, as of right now, outfitting a Mech with zigzag patterns is not much different than all one colour. Especially when seen from 400mtrs away, and it should not be that way. Paying good money for a pattern and then have that entire effect washed away on numerous maps, is rather disappointing. I'm hoping for some fine detail tuning to be brought into the game play soon, higher definition on objects and draw distance. DX11 has so much potential.
9erRed
Edited by 9erRed, 07 March 2014 - 09:59 PM.