StRiKeR Posted February 12, 2004 Here are few pics of a level I am making, that is about finished. http://www.gamebunker.net/halobunker/images/DOOM.JPG http://www.gamebunker.net/halobunker/images/DOOM01.JPG http://www.gamebunker.net/halobunker/images/DOOM02.JPG http://www.gamebunker.net/halobunker/images/DOOM03.JPG http://www.gamebunker.net/halobunker/images/DOOM04.JPG http://www.gamebunker.net/halobunker/images/DOOM05.JPG http://www.gamebunker.net/halobunker/images/DOOM06.JPG http://www.gamebunker.net/halobunker/images/DOOM07.JPG Tell me what you think (as if you won't anyway :-P). 0 Share this post Link to post
Job Posted February 12, 2004 Pictures 2 and 3 really appeal to me. But all of them indicate a need for detail. 0 Share this post Link to post
StRiKeR Posted February 12, 2004 That's what I am doing right now is textures, and adding more detail. 0 Share this post Link to post
Vegeta Posted February 12, 2004 A bit repetitive, but in a nice way. Looks good 0 Share this post Link to post
Little Faith Posted February 12, 2004 Hurrah for a newbie who doesn't use Geocities for image hosting. :) Very solid style. Be sure to use a lot of roaming cacodemons to take advantage of the wide spaces. ..and do you have some kind of SPACEW4-fetish? 0 Share this post Link to post
StRiKeR Posted February 12, 2004 Little Faith said:Hurrah for a newbie who doesn't use Geocities for image hosting. :) Very solid style. Be sure to use a lot of roaming cacodemons to take advantage of the wide spaces. ..and do you have some kind of SPACEW4-fetish? Yeah, there will be plenty of cacodemons on UV. I dunno about SPACEW4, I just like how it looks. 0 Share this post Link to post
Psyrus Posted February 12, 2004 If near-perfection isn't your style, don't read this. :Phttp://www.gamebunker.net/halobunker/images/DOOM.JPG Texture misalignments... Could use some more scenery. Maybe a couple of beacon lamps, trees, or something else suitable. Other than that it looks good. 1. Try lowering the sky height by 16 points or raising it by 48 points. (Depends on the ceiling height inside the main area) That'll make the upper METAL2 texture aligned making it look better. 2. The SPACEW4 textures where the left window is and above the door needs a little alignment work, but the right window looks good.http://www.gamebunker.net/halobunker/images/DOOM01.JPG The SPACEW3 walls could use a couple of small alcoves for enemies.http://www.gamebunker.net/halobunker/images/DOOM02.JPG Nice work with this one, especially the metal frame around the ceiling area. One issue remains though... SCENERY. Again, add windows, alcoves, or whatever.http://www.gamebunker.net/halobunker/images/DOOM03.JPG Uh oh... Is that shadowing error caused by an unclosed sector or a misassigned linedef? Better check the linedefs of that star sector.http://www.gamebunker.net/halobunker/images/DOOM04.JPG YARGH! Fix the upper and lower textures above/below the red skull textures. Looks good otherwise.http://www.gamebunker.net/halobunker/images/DOOM05.JPG Ooh... I like the mood of this room. Fix the texture alignment of that one linedef with the blue light texture if you want. Maybe move the vertex to the left a little (looking at it from the angle of the screenshot) until that small blue portion is gone? If you want to leave it alone, leave it alone. It looks like you want it to be aligned with the floor.http://www.gamebunker.net/halobunker/images/DOOM06.JPG Heh, interesting area, but... Windows, lower textures, align.http://www.gamebunker.net/halobunker/images/DOOM07.JPG Heh, nice. Nothing to report with this one. 0 Share this post Link to post
EarthQuake Posted February 13, 2004 Uh oh... Is that shadowing error caused by an unclosed sector or a misassigned linedef? Better check the linedefs of that star sector. Keep using your brain please. It only looks as if the star is has a higher light level than the surrounding area. What you see is the natural shadowing in Doom. The light difference isn't that great, so the outline of the sector is cut off. With everything I've seen from him so far, I think he is smart enough to know if he has a broken sector, let alone post a screenshot of it. :P Oh yea by the way, I know you're addicted to that texture and everything, but you are sort of overusing it... 0 Share this post Link to post
StRiKeR Posted February 13, 2004 Obviously the level isn't finished or I would have released it already Lutarez, but thanks for your comments. 0 Share this post Link to post
Stealthy Ivan Posted February 13, 2004 Hey, it looks cool to me... When its finished I'll give it a try! Always looking for some thing new to co-op in! :) 0 Share this post Link to post
SSWolfenSie Posted February 13, 2004 It's one level or a MegaWAD? hope than MegaWAD or some levels... Those pictures look nice. I haven't any problem to try it. :) 0 Share this post Link to post
ShadowRunner Posted February 14, 2004 I dont have any complaints except extra detail. If u need a fine example goto: freewebs.com/shadowrealm89/doom0047.png Scroll all the way to doom0063.png Skip60-62. also goto Doom0064.png. Thats detailing,and their outdated screens too. 0 Share this post Link to post
Ultraviolet Posted February 14, 2004 HAHAHAHAHAHAHA. ShadowRunner, was that a joke? You sure are funny. Yeah, THAT's detailing. I figure since you were so kind as to tell us that great joke, I should at least repay you with one. OK, so two guys walk into a bar... the third one ducked. I know, it's not great, and you've probably heard it before, I owed you one and that was all I had. 0 Share this post Link to post
Ultraviolet Posted February 14, 2004 0064 is awkward. The light strip having no lip texture or embedding but just meeting the wall straight on like that, Having that console mounted into a strip of lights, the way the metal texture meets CRATOP(something) like that in such an obvious contrast of dull and shiny trying to look like they are the same thing, DOORTRAK (upper left) as an upper texture where there is no door or anything like that for no good reason just sitting there on a wall, that (SLADPOIS? Can't remember the name and I can't check because I'm at work) texture meeting the green texture without any transitory texture, the sludge on the wall under that poison sign creeping up above the nearest sector's floor and appearing like that without any horizontal transition between it and the wall it is beside... just seems extremely clumsy. And why is that light strip on the right (the one with the console) set up to keep going down into the floor? Why would that happen? I could understand a little step down there, although a step up would look better, but it looks like it keeps on going down and down and down and... All I was trying to get at is that ShadowRunner is giving detailing advice to somebody who obviously has good geometric sense when SR should instead be trying to apply a more moderate approach to detailing in his maps, yet still finds it appropriate to tell people that good detailing looks like what he shows off in his maps. Yes, I'm an asshole. 0 Share this post Link to post
EarthQuake Posted February 14, 2004 Ultraviolet said:All I was trying to get at is that ShadowRunner is giving detailing advice to somebody who obviously has good geometric sense when SR should instead be trying to apply a more moderate approach to detailing in his maps, yet still finds it appropriate to tell people that good detailing looks like what he shows off in his maps. Yes, I'm an asshole. No... I think you went about tht quite well :) 0 Share this post Link to post
Lutrov71 Posted February 14, 2004 Those screenshots look nice, but that texture you are addicted to is getting a bit overused. 0 Share this post Link to post
ellmo Posted February 14, 2004 Ultraviolet said:(...)two guys walk into a bar... the third one ducked. I know, it's not great, and you've probably heard it before(...) Hahaha... it is funny :D, I've never heard it... And aslo I think that 0063 looks interesting, altough something strange happened with that poor man in green armour lying on the nukage crossroads :P 0 Share this post Link to post
ShadowRunner Posted February 14, 2004 Haha,those are old old screenshots.Im still working on my map. And the man well the monsters crushed his bones and put him their so they could laugh at him.Bit odd........ 0 Share this post Link to post
EarthQuake Posted February 14, 2004 ShadowRunner said:Haha,those are old old screenshots.Im still working on my map. And the man well the monsters crushed his bones and put him their so they could laugh at him.Bit odd........ Uhhh? We don't care about YOUR map. This thread isn't yours, so stop trying to steal the spotlight. 0 Share this post Link to post
Epyo Posted February 15, 2004 I think it looks ok. (striker's) Not bad, buddy. 0 Share this post Link to post