The Ultimate DooMer
(former) /newstuff Chronicler

Posts: 4449
Registered: 03-02 |
Lutz said:
So here's a question that's sure to spark pointless debate: what aspect of a level most defines the theme/genre? In other words, is a level a hell-themed level because of the architecture or the texturing? To center this is less philosophical terms, consider this: can you create a convincing "base" level that, when re-textured (but NOT otherwise edited), works as a convincing "hell" level? Alternatively, can you create a "base" level and a "hell" level using the same, say, 20 textures?
It depends on the style. Base maps tend to rely on flashing lights, consoles/computer stations and pillars (simple architecture, but one that is dependent on choosing the right textures/flats) whereas hell maps rely on complex structures, whether it be random shapes in the walls/floor/ceilings, or themed structures like the maw of a giant beast or gateway to Hell. What I tend to find is that it's much harder to detail a Hell map than a base one, as with Hell there's not as many rules regarding incompatibility with certain styles of detailing. Given that there's more base textures to choose from than hell ones, I'd say that base maps are defined by texturing and hell maps by architecture. (and that's probably a general rule between man-made and Hell-made map styles) Bring source ports into it though and it becomes a different matter...
Retexturing one to the other generally wouldn't work, as base maps are made of rooms and passages with 45/90º angles and hell maps are generally free-flowing shapes, often in the form of caves. IMO they wouldn't work the other way round. (except in rare circumstances)
With the 20 textures, it depends on what they are. If there's a mixture of base/hell textures, than it's perfectly possible to create a map with just a handful of textures (I've built maps like that before) or indeed a base overrun by Hell (as seen in many maps previously) but if they're not compatible with either type of map then it isn't possible.
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