Sahkan Posted January 2, 2015 This is the map builder i build for the Doom 2 Remake i'm making. Please comment :) https://www.youtube.com/watch?v=uF_qc9Uj6dg&feature=youtu.be Official Project Page : http://www.indiedb.com/games/doom2remake 0 Share this post Link to post
scifista42 Posted January 2, 2015 How would you build non-orthogonal structures and non-flat surfaces? I suppose that it'd be possible, but hard to arrange in a meaningful map. 0 Share this post Link to post
Sahkan Posted January 2, 2015 Tango said:pretty neat looking stuff :D Thanks :) scifista42 said:How would you build non-orthogonal structures and non-flat surfaces? I suppose that it'd be possible, but hard to arrange in a meaningful map. The plan is to make enough assets so the user will be able to make a unique environment. 0 Share this post Link to post
scifista42 Posted January 2, 2015 Sahkan said:The plan is to make enough assets so the user will be able to make a unique environment. You've answered something else than what I've asked: How would the user build non-orthogonal structures and non-flat surfaces, if he wanted to easily arrange them in a meaningful map? 0 Share this post Link to post
Sahkan Posted January 2, 2015 scifista42 said:You've answered something else than what I've asked: How would the user build non-orthogonal structures and non-flat surfaces, if he wanted to easily arrange them in a meaningful map? Sorry i wasn't clear, i mean't i will make a lot of assets as rocks, trees and more natural elements that will be able to make floor and walls out of them and won't even see the float skeleton of the level. I'm also thinking now how to make an adjustable surface that can be manipulate by the user to make not flat terrain, I will have to give it more thought. 0 Share this post Link to post
scifista42 Posted January 2, 2015 You should implement easy ways to build and arrange non-orthogonal walls too, it's such a basic design thing that shouldn't rely only on pre-made assets. Anyway, your work on your game and your editor looks pretty good so far. 0 Share this post Link to post
Gez Posted January 2, 2015 You can move and stretch the boulders, and you can rotate them around. Then you can also move and stretch the textured cubes, but you cannot rotate them? 0 Share this post Link to post
Sahkan Posted January 2, 2015 scifista42 said:You should implement easy ways to build and arrange non-orthogonal walls too, it's such a basic design thing that shouldn't rely only on pre-made assets. Anyway, your work on your game and your editor looks pretty good so far. Thanks, Yeah i will have to think of something. Gez said:You can move and stretch the boulders, and you can rotate them around. Then you can also move and stretch the textured cubes, but you cannot rotate them? Of course you can, and you can build out of them while they are rotated, i guess i'v forgot to show it in the video. 0 Share this post Link to post
scifista42 Posted January 2, 2015 Sahkan said:Of course you can, and you can build out of them while they are rotated, i guess i'v forgot to show it in the video. So you can actually build non-orthogonal walls out of the rotated cuboids. That's good for a start, but it could use improvements to allow easier arrangement to an exact place and angle where the user wanted to - which I already said, sorry that I'm repeating myself. 0 Share this post Link to post
Sahkan Posted January 2, 2015 scifista42 said:So you can actually build non-orthogonal walls out of the rotated cuboids. That's good for a start, but it could use improvements to allow easier arrangement to an exact place and angle where the user wanted to - which I already said, sorry that I'm repeating myself. You can snap them to rotation 0 0 0 and you can rotate it with a snap of 15 degrees. Also, you can via the console use precise values to global and local axis. Example : ce "Add local location offset " 10 0 5 ( x y z ). You have local and global funcitons to location rotation and scale. 0 Share this post Link to post