![](https://uploads.gamedev.net/blogs/monthly_2023_04/264689ba71fb4afbbdf1de6b0eda1719.lightAndShadowCover.png)
I managed to separate each level into a scene. That makes it possible to bake light and occlusion into the scene. I had some problems learning which parameters work best.
The baking time was a marginal issue because my own computer only has a GTX1080 installed.
The next problem to solve was the sheer size of the level. The initial lightmap for FireboundForge had a size of 5GB. But overall, I’m satisfied with the results.
In this video, you can see the comparison between old and new.
The BloodshedArena has directional light from the sun.
![cover](https://raiding.zone/images/bloodshedArenaLight.png)
SludgeMadness now has a dusky atmosphere.
![cover](https://raiding.zone/images/sludgeMadnessLight.png)
Additionally, I added the Training Ground where, you can experiment with builds and spells.
![cover](https://raiding.zone/images/trainingArea.png)
There is also a complete overhaul of my blog/product page of Raiding-Zone. The web version of the game is now available at https://play.raiding.zone.