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Processingcontrol
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I've been working on this since I finished the beta of my other map, and have had enough time to finish the layout and gameplay. I still have a lot of detailing to do, but I think I'll be able to get this done before all the spots get filled up (It'll sure be hard because of the rapid pace people have been taking with their maps :p)

Here are some screenshots, keep in mind that I still have a lot of detailing to do:


The starting area


If you look behind that silver bar (duct?) you can see...
...CRATES!!!


Some gigantic illogically designed hallway


Wouldn't this make a great waterpark?

Last edited by Processingcontrol on Jun 28 2011 at 03:45

Old Post Apr 19 2011 20:59 #
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Aleaver
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Looks good to me already..

But then again my maps are more gameplay oriented then detail anyways..So feel free to ingnore my opnion.

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Old Post Apr 19 2011 22:22 #
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Snakes
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The first shot's height proportions look awkward. The ceiling in specific feels a bit... off. Last shot's good.

Also, the shots as though you're testing with a port like zDoom or Skulltag... Just to avoid in potential headaches, I'd really recommend using prBoom+ for this.

Old Post Apr 20 2011 01:43 #
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Processingcontrol
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Wish I could, but prBoom and derivatives are really bright on my computer for some reason.

Old Post Apr 20 2011 02:21 #
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Mithran Denizen
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That's probably because they ship with the gamma setting turned up for some reason. You might try setting it back to 1.0 with the F11(?) key. I think their menus also have a seperate gamma setting for taking screenshots, so you might want to check that, too.

Old Post Apr 20 2011 02:30 #
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darkreaver
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PrBoom should have brightness and contrast settings.

But anyway; have you done any lighting at all yet? Looks really really boring light-wise.

Textures are a bit boring too, but thats more of a personal taste ;)

Looks good architecturally.

Old Post Apr 21 2011 12:33 #
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DeathevokatioN
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Layout and architecture looks decent so far... but I really don't like the texturing, I can't put my finger on it but the texturing doesn't blend in nicely with itself, it looks like your using custom textures just for the sake of using custom textures. But that might just be me.

Old Post Apr 21 2011 12:46 #
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Processingcontrol
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Mithran Denizen said:
I think their menus also have a seperate gamma setting for taking screenshots, so you might want to check that, too.


darkreaver said:
PrBoom should have brightness and contrast settings.

I've searched all the menus for something like that. Maybe I'm being a dumbass and missing something?

Old Post Apr 21 2011 15:15 #
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darkreaver
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It might just be my limited english skills, but what I meant was that PrBoom doesnt have it, but it really should ;P

Old Post Apr 21 2011 16:04 #
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Sodaholic
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Press the F11 key until it looks right.

Old Post Apr 21 2011 18:20 #
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Mithran Denizen
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Mithran Denizen said:
I think their menus also have a seperate gamma setting for taking screenshots, so you might want to check that, too.

Disregard that, I was thinking of Eternity.

But yeah, you probably just need to turn the gamma correction off.

Old Post Apr 21 2011 20:53 #
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Processingcontrol
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Here's one more shot:


I think you might recognize this as one of the areas in the other pics, but now with DETAIL!!!!

Old Post May 17 2011 03:09 #
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Christoph
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I agree that this is looking decent and showing a lot of potential but that a lot of the textures/details need a little improvement or consistency. I can't complain much about the last shot though!

Old Post May 19 2011 02:41 #
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TheStiCat
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That level looks really cool! **

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Old Post May 19 2011 22:43 #
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Snakes
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Those red panels have to go... They clash horribly with the green/brown/gray scheme present.

Old Post May 20 2011 00:44 #
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TheStiCat
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Snakes said:
Those red panels have to go... They clash horribly with the green/brown/gray scheme present.

I don't mind them.

Old Post May 20 2011 00:50 #
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Processingcontrol
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Snakes said:
Those red panels have to go... They clash horribly with the green/brown/gray scheme present.

I actually think their one of the better looking parts of the shot, but I'm partially colorblind so you probably have a better idea of how good it looks than me.

Old Post May 20 2011 00:58 #
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Snakes
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Yeah, I just think the red teklite recolors are pretty hideous looking to begin with. Architecturally, it looks quite nice.

Old Post May 20 2011 01:22 #
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Processingcontrol
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Is this better?:



Also, thanks for the recent comments! :)

Old Post May 20 2011 02:28 #
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Mithran Denizen
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Yeah, that's much nicer. The green works great there, I think.

Old Post May 20 2011 06:02 #
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Pottus
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Add a 4x4 trim around those bricks in the first screen shot so you don't have 1/4 brick texture cut-off, other than that it's nice to see your cool map style.

Old Post May 23 2011 08:36 #
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Processingcontrol
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More shots:


Some neat little 3D effect.



Lookin out the window.


The yellow key.

Old Post Jun 20 2011 02:06 #
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Olympus
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Hey, the 3D effect in shot 1 looks cool- no clue how to do that. But anyway, shots look good, except maybe add some light variation; you'll probably do that last though anyway.

Old Post Jun 20 2011 02:14 #
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esselfortium
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What's the technique for the 3D wall detail? I don't believe I've seen that done in Boom before, not with a visible flat like that.

edit: Wait, I think I might know what it is now. I remember trying it and finding it absolutely impossible to wrap my head around well enough to make it work. <_>

Last edited by esselfortium on Jun 20 2011 at 02:53

Old Post Jun 20 2011 02:39 #
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Processingcontrol
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Here's a demo of the effect: http://www.mediafire.com/?6dsjcf2h1ysdl03

This is used in the first map of PHOBOS, where I learned it.

Old Post Jun 20 2011 04:55 #
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Katamori
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Your level gameplay looks very good, not as liner as my levels :(

It'll be a definitely great map!

Old Post Jun 20 2011 11:28 #
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Hirogen2
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Re "Looking out the window" - the fine-grained green ASHWALL texture you used for the far wall becomes quite a pixel pile when seen from a distance and looks more like a heap of green sand due to its white pixels. Since sand would not pile, I would only use it for lesser height differences, and conversely, for the heights you chose, pick ZIMMER1/2 instead, or if workable, a green-tinted variant of ASHWALL2/3.

Old Post Jun 21 2011 10:40 #
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Processingcontrol
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Thanks for all the feedback!

Hirogen2 said:
Re "Looking out the window" - the fine-grained green ASHWALL texture you used for the far wall becomes quite a pixel pile when seen from a distance and looks more like a heap of green sand due to its white pixels. Since sand would not pile, I would only use it for lesser height differences, and conversely, for the heights you chose, pick ZIMMER1/2 instead, or if workable, a green-tinted variant of ASHWALL2/3.

None of the textures are ASHWALL, can you say where the problematic texture is located in the picture?

Old Post Jun 22 2011 03:41 #
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Processingcontrol
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I just ran into a problem:

I changed the music to a track from Duke Nukem 3D (Pissed Office Box.) Basically the track plays fine in PrBoom, but in zdoom it sounds all messed up. Anyone know what causes this and how to fix it?

Old Post Jun 24 2011 02:45 #
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DeathevokatioN
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From my own experience, alot of Duke midis get messed up in Zdoom and Skulltag. The one from DukeE2M1 also gets messed up.

Old Post Jun 25 2011 17:18 #
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