Most of you guys don't need to worry much about color scheme setting a mood because it's not like you're making original maps.
http://www.color-wheel-pro.com/color-meaning.html https://tympanus.net/codrops/2012/04/03/color-and-emotion-what-does-each-hue-mean/ the redder your purple is (towards magenta) or the scarecer it is, the more mysterious and unpredictable it is. darken it to make it more royal and elegant. if you bring it towards blue (violet), you’re either calming that aggressiveness of it down with darker shades, or moving into curiosity with a lighter one. if you dont want to introduce a contrasting color, use a neutral shade of a solid brown to add a backbone and make the player subconsciously feel sturdier nearby. the purple will pique their interest, but they’ll feel safer by the brown areas. every color doesnt need a reason to be there. iridescence is the phenomenon were light reflects and shows different colors from different angles. to that end, you can treat some accent colors as reflections or accidental notes if you e within the same value (e.g. if everything is pastel, dont throw in deep and harsh color).
That image reminded me of something I haven't mentioned yet The color grading (filter) and luminosity, or intensity of your overall lighting on top of your physically colored objects contributes to your tone and atmosphere. All your color does is capture and convey emotion, but you need lighting to diffuse and disperse it. The words may be interchangeable at times, but the distinction is important because it is a multi-layered process. I can have a bright red to represent blood, but my lighting is what determines whether I feel anxious around that red, or subdued. That’s not to say the red has no power on its own though. Picture color as sound in a vacuum, and lighting as an object for that sound to travel through in order for you to hear its vibrations. Or rather, the color is a signal coming from a microphone, and light is your preamp that cleans up and boosts that signal to make it louder and clearer for processing - in this case, processing by others. More intense lighting contrasted with a stark absence of light where necessary will convey feelings of fear and uncertainty more vividly.
Here's an example of how lighting plays off of color. The walls are greenish yellow, which can be used to represent distorted reality and unease, but it's the position and intensity of the light that contributes to the atmosphere. The light is brightest right before it cuts off, heightening your senses before depriving them at the door. Then it's the ominous glow of the subdued red - which is a complimentary (opposite) color to the green - that makes you anxious of what lies beyond that point. I'd argue that positioning lighting is the most essential technique you will use as a designer.
Just got Bloodborne and Crash N-Sane Trilogy and I don't care about your Xboners being flaccid lololololol /s
I've had both consoles since 2014 because console wars are for poor people. Nintendo hasn't sold me a home console since 2008 though.
not only that, but filters and other settings on your map can completely change the color of a piece. would need to keep that in mind when looking at the wheel. what color it really is compared to the color it states in the settings.