alien8
Mini-Member
Posts: 54
Registered: 05-08 |
This is the second deathmatch map that I've ever worked on for the Doom series (the first also being a DM-Deck16 remake), and although I've learned a lot since I started, I've still got a long ways to go towards being able to create a single, cohesive level.
I've got the majority of the architecture and texturing (hopefully) completed, but I've been staring at the level for so long that I need a fresh outlook on it. Please critique my existing work and give me some ideas on how I should go about breaking up the main room so that it doesn't look four big walls o' textures.
Here's some mostly up-to-date screenshots of what I've worked on so far:
http://eric.hushagen.ca/files/doom/deck1-skulltag-1.jpg
http://eric.hushagen.ca/files/doom/deck1-skulltag-2.jpg
http://eric.hushagen.ca/files/doom/deck1-skulltag-3.jpg
http://eric.hushagen.ca/files/doom/deck1-skulltag-4.jpg
Some of the blatantly misplaced textures in the screenshots have already been replaced.
Here's the wad. As you'll be able to see, my weakness is definitely in my texturing, so I'd especially love to get some pointers on that.
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