A Major Doomworld Concern
Hmm. You're doing this for boom format, right? You could do colored lighting with a pain-in-the-butt setup where you have to use a utility to generate the colormaps and then use transfer-heights to put it into your map. The original Boom.exe itself will only draw the colored lighting when you're standing inside that particular sector (and it'll affect all visible areas), but I believe PrBoom, Eternity, ZDoom and pretty much all other modern ports will actually draw the different areas onscreen using the desired colormaps.
dutch devil said:
Mine is at 11,000+ sidedefs now I'm using bsp dunno if thats the best one to use, I'll try to make the map without splitting it up if it gets worse I cut it into pieces I wonder if I could have colored lighting that would be cool around key doors just like in psx doom.
Alternatively, you can use the cheap KDiKDiZD method, where you put all the textures and flats from the area you want to color into an image editor and tint them the color you want. :P
Either way, if you decide to use any colored lighting, I'd highly recommend gradienting it (either with a bunch of transitional colormaps, or a bunch of transitional recolored textures/flats, depending on the method you use). It makes the difference between random red blobs and awesome atmospheric lighting.
Haha, thanks! Unfortunately most of the work is still left to do. The work I did on this yesterday (the areas from those shots plus a few other nearby rooms from z1m4) was the first stuff I did for this since around February. Normally mapping for vanilla Doom isn't too bad, but trying to make it pretend it's ZDoom is where the real frustration sets in :P
Those areas do look familiar but I haven't got an clue how you pulled that off one thing I like about you is that you come up with very original ideas I like it how much work is there still to do?
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