Vermil
Senior Member
Posts: 1494
Registered: 03-04 |
Here’s my extremely critical opinion on each of the wall textures in the Demo release, looking at both the PNG's and also viewing them in game in Doomsday.
They are all very good, but I'm going to be extremely critical rather than simply saying 'this is cool' or 'this sucks', as I believe that is what you want from this Demo release.
Textures I've just put an 'X' next to, I think look ‘perfect’.
BIGDOOR2: Lot's more 'depth' and very strong shadows on this, relative to other textures.
BIGDOOR3: Lot's more 'depth' and very strong shadows on this, relative to other textures.
BRNBIGC-CK: Can a bit more 'depth' be added to the holes?
BRNBIGL-CK: Can a bit more 'depth' be added to the holes?
BRNBIGR: Can a bit more 'depth' be added to the holes?
BRNPOIS2: X
BROWN1: Looks washed out and a bit too bright.
BROWN96 : X
BROWN144: A bit bright?
BROWNGRN: X
COMPBLUE: The background and blue wires each look fine by themselves, but don't really blend together.
COMPSPAN: The gaps between each panel are too big.
COMPTALL: The gaps between each panel are too big.
COMPTILE: The grey bits don't blend with the blue bits and are a different shade of grey to the other 'COMPXX' textures.
COMPUTE2: The gaps between each panel are too big.
COMPUTE3: The gaps between each panel are too big.
DOOR3: X
DOORSTOP: Gaps between each 'pole' are larger than the original texture? There were next to no gaps between each 'pole' in the original texture? No top border. Many mappers use that border when they use this texture.
DOORTRAK: Too Bright?
EXITDOOR: Looks 'washed out'.
EXITSIGN: The grey is a bit too bright relative to the original texture. Right side unfinished. Not sold on the curved corners due to the square-ness of the Doom world.
LITE3: X
LITE4:Those shapes behind the large bottom light look very crude; I think they need to be completely redone or removed.
LITE5: X
LITEBLUE4: X
NUKE24: This texture always was a brighter green than the NUKAGE1-3 flats but given that your hi-res NUKAGE1-3 flats are darker than the originals, this stands out even more with your hi-res version.
PLANET1: X
SHAWN2: X
SKSNAKE2: Clearly unfinished. Though as a suggestion the scale is considerably bigger than the original texture.
SKY1: Taken from DHTP.
SLADPOIS: X
SLADRIP1-3: X
SLADWALL: X
STARG1: X
STARG3: X
STARGR1: X
STARGR2: X
STARTAN1: X
STARTAN2: Looks fine, but not sold on bullet holes (they don't seem 'generic' enough when the texture is used all over the place).
STARTAN3: X
STEP1: Light edges don't blend into rest of step well.
STEP6: The cracks don't look natural and are a bit too 'fine' in game.
STONE2: A bit too 'chalky' in appearance. Gaps between each stone need to be allot darker as currently
they make the bricks look like bathroom tiles.
STONE3: A bit too 'chalky' in appearance. Gaps between each stone need to be allot darker as currently
they make the bricks look like bathroom tiles. Moss looks a bit like spilled paint.
SUPPORT2: Too rusted/dirty.
TEKWALL1: Too dark to make out all the detail?
TEKWALL3: Too dark to make out all the detail?
TEKWALL4: Looks 'washed out'. The 'texture' looks a bit chalky, rather than metal.
SWITCHES; Focus is on the switches themselves, as I gave my opinion of the background textures above.
SW1-2BRCOM + SW1-2STON + SW1-2STRTN + SW1-2COMM + SW1-2DIRT:: Not sure about adding scratches and dirt to
this one, when the original was shiny. It particularly stands out against the shiny background texture of SW1-2COMM.
SW1-2BRN1 + SW1-2BROWN + SW1-2STARG: The shine on the switch is too strong.
SW1-2BRNGN: The border at the top of the switch is too thin compared to the other sides.
SW1-2COMP: The button looks a tiny little bit pasted over the top rather than part of the switch.
SW1-2SLAD + SW1-2STON2: Not sure the red light is bright enough.
Last edited by Vermil on 11-17-12 at 21:12
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