Texturing Map22
This doesn't list every single texture used in every scene, just the important ones that have to match.


Scene #1: Intro Room
The intro room I have done a lot of textures for, including the bridges, walls and most importantly, the tech doors and walls. I like the way it looks at the moment, so if you're gonna redo it, try to make it *very* close to what it is now. I don't think the brown brick textures even need redoing because they aren't originals anyways, but if you wanna change them a bit, go ahead. Just know I might not use the new versions of all these textures.

Here's a rundown of the scene and the textures it uses:


Photo #1: A look at half of the 4-way-mirrored intro room, showing off the 3D bridges and ceiling architecture, as well as two of the Gate-lock rooms.


Photo #2: A look at the entrance to one of the Gate-lock rooms.


Photo #3: Inside one of the Gate-lock rooms.


Photo #4: One of the gates. These need to be numbered, probably using a brand new 128x128 door texture in the process.

Walls:

SHAWN2

The silver texture on the bars crossing the ceiling, on the corners of the 4 Gate-lock rooms, and on the computers in the Gate-lock rooms. (This is an original Doom2 texture.)

COMPSPAN

The grey wall texture used on the edge of the small red ceiling lights. (This is an original Doom2 texture.)

LITE5

The 8x16 lights lining the main gates (shown in Photo #4), as well as providing ceiling lights in the Gate-lock rooms (top of Photo #3).

COMPWERD

The wall texture on the side of the Gate 1-4 open/close boxes in the Gate-lock rooms (shown in the center of Photo #3, although not visible from that angle).

TIBRIK02

The main walls around the outside of the room.

TIBRDG01

The 16-pixel-high bars making up the crossbars of the part of the 3D bridge you walk on.

TIBRDG02

This is TIBRIK02 with TIBRDG01 on the top 16 pixels.

TIBRDG03

This is TIBRDG01 with railings made from the MIDBRN1 texture from the original Doom2.

TIBRDG04

This is the railings that go on the top of TIBRDG01 to make TIBRDG03. This texture is used above TIBRDG02.

TIBRDG05

This was to be a fence-wall that hangs below the bridges so that it didn't look stupid when you tried to walk under the bridges and couldn't. (No there isn't a way down there, but I just thought it would look cool.) It hasn't been used yet. It might not be used - I'll find out in a few days.

TIBRDG07

This is TIBRDG02 with a -16-pixel offset. It's used wherever one of the steel ceiling beams crosses above the regular TIBRDG02 platforms.

TIBRDG08

This is TIBRDG02 with a -11-pixel offset. It's used wherever there's a ceiling light above the regular TIBRDG02 platforms.

TITEK01

This is TEKWALL1 (an original Doom2 texture) with TIBRDG01 on the top and bottom, used on the walls of the Gate-lock buildings.

TILITE01

The white 16x16 square lights marking the Gate-lock #1 room, indicating a regular door.

TILITE02

The blue 16x16 square lights marking the Gate-lock #2 room, indicating a blue door.

TILITE03

The red 16x16 square lights marking the Gate-lock #3 room, indicating a blue door.

TILITE04

The 16x16 yellow square lights marking the Gate-lock #4 room, indicating a blue door.

TIGATE01

The entrance door to Gate-lock room #1

TIGATE02

The entrance door to Gate-lock room #2

TIGATE03

The entrance door to Gate-lock room #3 (shown in Photo #2)

TIGATE04

The entrance door to Gate-lock room #4

Flats:

TLITE6_5

The black ceiling with red ceiling lights on it. (This is an original Doom2 texture.)

CONS1_#

The various computer tops in the Gate-lock rooms. (These are original Doom2 textures, though some have been "offsetted" in the milltex WAD.)

FLAT23

The silver ceiling texture to match the SHAWN2 wall texture. (This is an original Doom2 texture.)

BLOOD#

The animated blood floor texture at the bottom of the pit. (These are original Doom2 textures.)

SFLAT11

The brown brick on most of the ceilings and elevated floors to match the TIBRIK02 wall texture.

Notes about Scene #1: The Gate # open/close switches as shown in Photo #3 are to match the EXITSIGN textures from the original Doom2. In case you didn't notice, the numbering is important. TIGATE0# are all the same texture, except the # on the door is changed, and corresponds to the door it opens in the main room (door shown in Photo #4). The actual gates need to be need to be numbered, probably using a brand new 128x128 door texture in the process, a texture that better-suits the rest of the scene.


Scene #2: Engineering room.
This is what you go through after opening the first gate and descending a lift. It isn't much of anything when you first go through, but on your backtrack a few traps open up. As much as I like it the way it is, it does need to fit in better with Scene #1 and Scene #3. Right now, it uses all original textures except for the ceiling lights.

Here's a rundown of the scene and the textures it uses:


Photo #1: After descending into the engineering room.


Photo #2: The same scene, after the floors drop.

Walls:

METAL2

The main metal texture, consisting of 4 32x64 metal plates. (This is an original Doom2 texture.)

METAL3

METAL2 with some cautionary marks on the right two panels. (This is an original Doom2 texture.)

METAL4

METAL2 with somes pipes. (This is an original Doom2 texture.)

METAL5

METAL2 with 4 32x32 vents making up the top half. (This is an original Doom2 texture.)

METAL6

METAL2 with a large yellow light at the top. (This is an original Doom2 texture.)

METAL7

METAL2 with a large yellow light at the bottom. (This is an original Doom2 texture.)

COPPER2

The brownish texture used on the sides of the yellow ceiling lights.

BIGDOOR2

The door leading to the teleport room which transfers into Scene #3. Could use the same Gate textures as Scene #1, but without the number. (This is an original Doom2 texture.)

LITE5

The 8x16 lights lining the door leading to the teleport room which transfers into Scene #3. (This is an original Doom2 texture.)

TIDGW2

This is used on the side of the lift that leads down to the engineering room. It is the orignal Doom2 texture METAL in the center, with the original Doom2 texture SUPPORT3 on the sides.

PLAT1

The texture on the lift. (This is an original Doom2 texture.)

SUPPORT3

The texture used on the sides of the teleporters which transfer into Scene #3. (This is an original Doom2 texture.)

Flats:

SLIME14

The 32x32 grey metal floor texture covering the entire engineering room. Should match the METAL2-7 replacements. (This is an original Doom2 texture.)

KFLAT3

The 16x16 yellow ceiling lights scattered around the entire engineering room. (Also see KFLAT3B, the same thing but offsetted 8 pixels in the X and Y directions.)

TIINV3

The texture on the floor of the lift that descends into the engineering room. (This is a modification of the STEP1 and STEP2 floor textures from the original Doom2, so make sure they match.)

GATE3

The red pentagram teleport for the active teleport pad. (This is an original Doom2 texture.)

GATE4

The silver pentagram teleport for the recieving teleport pad. (This is an original Doom2 texture.)

Notes about Scene #2: This is primarily based on original textures, so just try and keep all the aspects as close to the original as possible. It looks like that's what you're doing anyways, but just making sure.


Scene #3: Storage Area.
This is where you end up after teleporting out of the engineering room. Just a short scene before moving into another.

Here's a rundown of the scene and the textures it uses:


Photo #1: Teleporting in.


Photo #2: Walk out of that hallway and face right - the main room.


Photo #3: Turn left again - here are the beehive doors you asked about. They are 128x128.

Walls:

TIMET3

The main 32x64-tiled wall with a caution stripe across the bottom. The main wall texture, also used on the side of the ceiling lights.

TIMET4

TIMET3 with some mechanics in the upper right.

TIMET5

The beehive door texture (shown in Photo #3).

TIMET6

The rough black wall with the weird grey lining at the top. (shown on the arches in Photo #1).

CRATxxxx

All the crate textures. (Most of these are original Doom2 textures.)

SUPPORT3

The texture used on the sides of the teleporters which transfer into Scene #2 and Scene #4.

SAM_SIDE

The texture used to bar off the two doors leading to the secret exit (the doors at the far end of the room in Photo #2).

Flats:

SFLAT01

Main black/gray ceiling texture, used on most ceilings and bottom of beehive doors.

SFLAT02

The big yellow ceiling lights.

SFLAT03

The smaller yellow ceiling lights - SFLAT02 shrunk by 50% and tiled.

SFLAT04

The white/green tiled floor.

CRATOP1

The grey crate-top texture. (This is an original Doom2 texture.)

CRATOP2

The brown crate-top texture. (This is an original Doom2 texture.)

GATE3

The red pentagram teleport for the active teleport pad. (This is an original Doom2 texture.)

GATE4

The silver pentagram teleport for the recieving teleport pad. (This is an original Doom2 texture.)

Notes about Scene #3: This is the *ONLY* scene in the game that uses these wall and floor textures (not including CRATxxxx, SUPPORT3 and SAM_SIDE). I saw your green versions - they looked OK, but if you have to modify these, PLEASE keep the color range the *exact* same. The color scheme should not change a bit from what's in the photos already.


Scene #4: Tech Room
After teleporting out of the storage area, you'll end up in a small room. This leads into an oval-shaped techno hallway with some engineering stuff in the center, although you can't get to this yet. On the other side of the oval is a doorway leading to the giant glowing room. This has 4 giant generator-type thingies in the center, and on the other side of the room there are 4 switches, one to lower each of these. In the 4th one, there's a switch to open the doors to the center of the oval, where you can pick up the blue key, and leave the way you came in.

Here's a rundown of the scene and the textures it uses:


Photo #1: After the teleport. Here is the other way the beehive doors are used, on a height of 64, along with the small version of the ceiling lights.


Photo #2: In the tech oval. The black thing on the left with the caution stripes is where that door in the above picture exits to. This uses a lot of different computer, metal and tech textures that MUST match in order for the scene to work.


Photo #3: Another view of the tech oval, from one of the passages that connects the center to the outside (the passage that gets opened after passing the glowing room shown in Photo #5.) Again, if you have to replace the techno and computer textures, make sure they are the same level of detail and color scheme. These have a dirty feel to them, so they match with the dirt floor and ceiling.


Photo #4: The center of the tech oval: this is where I drew custom rails for the diagonal walls; any new ones have to match pixel-for-pixel.


Photo #5: The glowing generator room, with generators in place.


Photo #6: The glowing generator room, after generators have been lowered.

Walls:

TEKWALL1

The main techno texture, used just about everywhere. It's imperitive that this tiles horizontally - the original didn't quite do that. (This is an original Doom2 texture.)

TEKWALL4

Used on the moving pillars inside the little tech-rooms (shown in the left of Photo #3), and below the caution rails of the center of the oval (shown in Photo #4). (This is an original Doom2 texture.)

DOORSTOP

The 8-pixel-wide silver texture, also used inside the little tech-rooms (shown in the left of Photo #3). (This is an original Doom2 texture.)

TIMET3

The 32x64-tiled wall with a caution stripe across the bottom. Used only in the beehive door hallways and teleport room.

TIMET4

TIMET3 with some mechanics in the upper right. Hardly used.

TIMET5

The beehive door, which also has to fit in the 64-high space as well as 128-high.

TIWIN03x

The TIWIN03 series is supposed to be a solid-colored pane of glass. It needs no modification or extra detail. It's used on the windows of the little tech-rooms (shown in the left of Photo #3). The TIWIN03 series of windows, along with all the other TIWIN##x windows are based off original Doom2 textures, in this case COMPSPAN.

COMPSPAN

The grey wall texture used on the edge of the small red ceiling lights. (This is an original Doom2 texture.)

METAL2

The metal texture used on the sides of 4 wall columns in the oval (shown at the very left of Photo #2), consisting of 4 32x64 metal plates. (This is an original Doom2 texture.)

METAL4

METAL2 with some pipes, used on the front of the 4 wall columns in the oval (this is the texture displayed at the very left of Photo #2). (This is an original Doom2 texture.)

COMPxxxx

I used most of the COMP series from the original Doom2 in various places here as well. So make sure all the COMP textures both in milltex and the original Doom2 match.

SPACEW3

These are the monitors in the corners of the oval (shown hanging from the ceiling at the very end of the hall in Photo #2.) (This is an original Doom2 texture.)

RAILING

The short 32-pixel-high railing used to block entrance to the center of the oval (shown in Photo #2 and Photo #3).

TIFENCE

The yellow caution texture in the middle of the oval (shown in Photo #4).

TIFENCE2

The first yellow caution texture for the diagonal lines in the middle of the oval (shown in Photo #4). The texture is edited to *exactly* fit the diagonal lines in this section. This is the only place this texture is used.

TIFENCE3

The second yellow caution texture for the diagonal lines in the middle of the oval (shown in Photo #4). The texture is edited to *exactly* fit the diagonal lines in this section. This is the only place this texture is used.

METAL

The brown texture with bolts down the center of each 32-pixel section. Used on the doors blocking entrance to the center of the oval. (This is an original Doom2 texture.)

SW1GARG

Used on the sides of the doors blocking entrance to the center of the oval. It's a switch, but the lack of bolts on the metal background allows me to texture every 16 pixels of pillar without a problem, and it matches the METAL wall texture perfectly. (This is an original Doom2 texture.)

SILVER1

The texture lining the hanging ceiling in the center of the oval (shown in Photo #4). (This is an original Doom2 texture.)

LITE5

The 8x16 white lights used on the hanging ceiling in the center of the oval (shown in Photo #4). (This is an original Doom2 texture.)

PIPEWAL1

The brown/green-piped techno texture with some controls running vertically, used on the generators (shown in Photo #5). (This is an original Doom2 texture.)

PIPEWAL2

The brown/green-piped techno texture without the controls running vertically, used on the two columns in the center of the oval (shown in the center of Photo #4) and the generators (shown in Photo #5). (This is an original Doom2 texture.)

SHAWN2

The silver texture on the holes that the PIPEWAL2 columns descend into (shown in the center of Photo #4), and the center columns in the middle of the generators after they've been dropped (shown in Photo #6). (This is an original Doom2 texture.)

SUPPORT2

The silver support textures used on the 4 columns at the corners of the dropped generators (shown in Photo #6). (This is an original Doom2 texture.)

SW1EXIT

The switch patch is offsetted and used in the column of the 4th dropped generator to open the way to the center of the oval room (switch shown in Photo #6). (This is an original Doom2 texture.)

TEKLITE

The brown tech texture used on the side of the tech columns lining the walls in the glowing generator room (shown in Photo #5 and Photo #6). (This is an original Doom2 texture.)

TEKLITE2

The brown tech texture used on the front of the tech columns lining the walls in the glowing generator room (shown in Photo #5 and Photo #6). (This is an original Doom2 texture.)

TANROCK3

The brown stucco-ish texture used on the walls above the dropped generator (shown in Photo #6, on the ceiling). (This is an original Doom2 texture.)

TIDGW2

A compilation of some of the COMP textures from the original Doom2 - this should match the rest of the original Doom2 and Millennium COMP textures.

TIDGW3

A compilation of some of the COMP textures from the original Doom2 - this should match the rest of the original Doom2 and Millennium COMP textures.

SUPPORT3

The texture used on the sides of the teleporters which transfer into Scene #3. (This is an original Doom2 texture.)

Flats:

CEIL5_2

The primary dirt-brown ceiling and floor texture used just about everywhere here. (This is an original Doom2 texture.)

TLITE6_5

The black ceiling with red ceiling lights on it. (This is an original Doom2 texture.)

CEIL5_1

The black ceiling of TLITE6_5, but without the red lights. Used on top and below the computer details and in the windows of the small tech-rooms. (This is an original Doom2 texture.)

FLAT23

The silver ceiling texture to match the SHAWN2 and SILVER1 wall textures. (This is an original Doom2 texture.)

KFLAT2

The brown ceiling to match the METAL and SW1GARG textures on the doors leading to the center of the oval, used only on the ceiling of these doors. (This is actually just a 64x64 patch from Doom2's METAL wall texture.)

KFLAT2B

The brown ceiling to match the METAL and SW1GARG textures on the doors leading to the center of the oval, used only on the ceiling of these doors. (Same as KFLAT2, but rotated 90 degrees.)

SFLAT01

Used on some ceilings in conjunction with the TIMET3, TIMET4 and TIMET5 walls, just like in Scene #3.

TLITE6_6

The brown equivalent of TLITE6_5, used above the dropped generators (shown in Photo #6). (This is an original Doom2 texture.)

FWATER1

Although never seen, this is at the bottom of all the pits in the oval room.

GATE3

The red pentagram teleport for the active teleport pad. (This is an original Doom2 texture.)

GATE4

The silver pentagram teleport for the recieving teleport pad. (This is an original Doom2 texture.)


Scene #5: Computer Rooms

After finishing the tech room, you'll backtrack all the way to very first room with the blue key, and open up Gate #2, which leads down a hallway into this scene. In this scene, the hallway is a square (shown from the corner in Photo #1), and on each side there is a small storage room (shown in Photo #3). In the center of the square hallway is a giant computer room (shown in Photo #2), although you cannot get to this until passing Scene #6 and teleporting into the center of the square hallway. In this giant computer room, there is a switch which opens door back into the square hallway (shown opened in Photo #1).

Here's a rundown of the scene and the textures it uses:

Walls:

COMPOHSO

The main brown comp wall with blue stipes and a COMPBLUE patch in the upper right.

COMPxxxx

I used most of the COMP series from the original Doom2 in various places here as well. So make sure all the COMP textures both in milltex and the original Doom2 match.

SHAWN2

The silver texture used on the sides of some of the COMP walls in the giant computer room and on the computers on the floor. (This is an original Doom2 texture.)

BROWN96

The brown texture on the side of the brown ceiling lights (shown in Photo #1 and Photo #3). (This is an original Doom2 texture.)

BROWN1

The light tan texture used in the storage rooms (shown in Photo #3). (This is an original Doom2 texture.)

CRATxxxx

All the crate textures. (Most of these are original Doom2 textures.)

SUPPORT3

The texture used on the sides of the teleporters which transfer into Scene #6. (This is an original Doom2 texture.)

TEKWALL1

Used only in 4 places, twice in each storage room (shown in Photo #3). (This is an original Doom2 texture.)

LITEBLU2

A short silver texture with two tall blue lights on it, used on small pillars by the exits to the giant computer room (shown in Photo #2). (This is an original Doom2 texture.)

STEPTOP

The brown step texture used on all the steps in the giant computer room (shown in Photo #2). (This is an original Doom2 texture.)

BIGDOOR1

A 96-pixel-high door that could stand to be 112 pixels high, this door is used on each of the 4 entrances to the square hallway (shown in Photo #4). It could help to be matched with the new gate doors for Scene #1 as well as the beehive doors in Scene #3 and Scene #4. (This is an original Doom2 texture at the moment, but I would like it replaced with an original texture under a different name; don't replace the original Doom2 BIGDOOR1 texture with the version for this map.)

STEP4

The silver step texture used on the uplifted floor and lowered ceiling which the BIGDOOR1 is used in (shown in Photo #4).

Flats:

FLOOR0_2

The main dark tan tiled floor and ceiling texture used on almost every floor and ceiling (shown in all photos). (This is an original Doom2 texture.)

CEIL3_2

The light brown ceiling patch to match the BROWN1 wall textures in the storage rooms (shown on the ceiling of Photo #3). (This is an original Doom2 texture.)

TLITE6_6

The brown ceiling with the brown ceiling lights on it (shown in all photos). (This is an original Doom2 texture.)

CEIL5_2

The dirt-brown ceiling texture used on the top of the COMPOHSO doors, which is just TLITE6_6 without the lights (shown under the open doors in Photo #1). (This is an original Doom2 texture.)

TLITE6_5

The black ceiling with the red lights, used under some computer decorations in the large computer room (shown in Photo #2). (This is an original Doom2 texture.)

FLAT23

The silver floor texture used on some of the computers attached to the walls (shown in Photo #2) and the floors and ceiling of the BIGDOOR1 doorways (shown in Photo #4). (This is an original Doom2 texture.)

FLAT22

This is FLAT23 with a giant blue light in the center, used on the ceiling of one of the computer units (shown on the left of Photo #2). (This is an original Doom2 texture.)

CONS1_x

The various computer tops in the giant computer room. (These are original Doom2 textures, though some have been "offsetted" in the milltex WAD.)

CRATOP1

The grey crate-top texture. (This is an original Doom2 texture.)

CRATOP2

The brown crate-top texture. (This is an original Doom2 texture.)

GATE3

The red pentagram teleport for the active teleport pad. (This is an original Doom2 texture.)

GATE4

The silver pentagram teleport for the recieving teleport pad. (This is an original Doom2 texture.)

Notes about Scene #5: as opposed to the rest of the level, this scene is very clean and smooth-looking. It was intended to expand on my favorite room of E2M7, whose theme I really liked. But as you can see, it doesn't fit in with the rest of the level very well. So, if you want to make special versions of these textures that are more roughed-up, darker-looking and have duller colors, maybe similar to some of the Quake2 techno textures, please go ahead.


Scene #6: Laboratory Rooms

At the opposite end of the square hallway in Scene #5, you'll find yourself looking down the staircase shown at the right of Photo #1. All of Scene #6 is symmetrical. At the end of each end of the hallway there is a door (shown at the left of Photo #1) which leads into a small laboratory room with operating tables and items in the walls (shown in Photo #2).

Here's a rundown of the scene and the textures it uses:


Photo #1: The hallway leading from Scene #5 into the laboratory rooms. Specimens stored in wall units.


Photo #2: The laboratory rooms.


Photo #3: The computer room inbetween the two laboratories which teleports back to the center of Scene #5.

Walls:

SPACEW4

The main 32x32-tiled tan metal texture used everywhere in this scene. (This is an original Doom2 texture.)

SPACEW2

The tan tech texture used in the first hallway (shown in Photo #1). (This is an original Doom2 texture.)

STEP3

The brown stairstep texture used on the small steps leading out of the lab scene (shown in Photo #1). (This is an original Doom2 texture.)

TIWIN01C

The grey transparent 64x64 window texture used on the specimen windows in the first hallway (shown in Photo #1). (This is based off an original Doom2 texture.)

BLANKWAL

A black wall texture used on the sides of all the ceiling lights (shown in Photo #1 and Photo #2).

LITE5

The 8x16 lights lining all the big doors in this scene. (This is an original Doom2 texture.)

BIGDOOR2

The large silver doors connecting all the different rooms. Again, a match with the rest of the big doors would be nice. (This is an original Doom2 texture.)

TIBRACE

A sideways SUPPORT3-based texture, used on the sides of the giant metal lights in the first hallway (shown in Photo #1).

GRAY5

The texture used on the sides of the operating tables and the lights above them. If you'll notice, I managed to offset it so that it looks like the top edges of the tables and the bottom edges of the lights are "smooth" and "cornered", so don't change the shape of it very much. (This is an original Doom2 texture.)

COPPER2

The brownish texture used on the sides of the yellow ceiling lights (there are 5 in a hallway leading to the room in Photo #3).

SPACEW3

The black monitors used in some of the labs (not shown here). (This is an original Doom2 texture.)

COMPSPAN

Used on the side of the SPACEW3 monitors (not shown above). (This is an original Doom2 texture.)

SHAWN2

The silver texture used on the sides of the computers on the floor. (This is an original Doom2 texture.)

SCENE #5

Most of the Scene #5 textures get used in the room that matches Scene #5 (duh). See Photo #3 for reference.

Flats:

SLIME16

The main 32x32-tiled tan metal texture to match SPACEW4, used everywhere. (This is an original Doom2 texture.)

FLAT19

The gray floor texture used on the bed of the operating tables (shown in Photo #2). (This is an original Doom2 texture.)

FLAT2

The gray ceiling with the square white lights in the center, used on the ceiling above the operating tables (shown in Photo #2). (This is an original Doom2 texture.)

SUBLIT##

These are the various 16x16 and 32x32 tan ceiling lights used throughout the scene. I MADE THESE MYSELF.

KFLAT3B

The 16x16 yellow ceiling lights used in the hallway leading to the room in Photo #3 (not shown in any pictures, but the same lights as in Scene #2). (This is KFLAT3, the same thing but offsetted 8 pixels in the X and Y directions.)

CONS1_x

The various computer tops in some of the rooms. (These are original Doom2 textures, though some have been "offsetted" in the milltex WAD.)

FLAT20

The 8x8-tiled silver ceiling texture used on the doors. (This is an original Doom2 texture.)

SCENE #5

Again, most of the Scene #5 textures get used in the room that matches Scene #5. See Photo #3 for reference.

Notes about Scene #6: I don't think there's too much that needs to be changed here, but again do what you want, but I might not use it if it's not very close to the original.


This is all I've done with Map22 so far. It's about 2/3 complete.