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Glaice
formerly Mr. Chris


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I am gonna work on a map using predominantly 32 grid for the bulk of architecture but the other details (door, smaller details) will get 16 or 8 grid.

Just a small DB screen for now:

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Old Post Feb 22 2013 23:24 #
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Ribbiks
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postin screenshots already at just like a half hour into mapping? :p


but yah, lately I've been mapping similarly, make the base layout in 32, add nuances at 16, then do detailing at 8 and 4.

Old Post Feb 22 2013 23:39 #
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Memfis
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Meh, after making Horalky.wad it seems to me that even 64 grid isn't that big of a limitation unless you're making something that usually requires a lot of vertices (like natural landscapes). So I don't find these grid experiments fascinating anymore. Now, if someone made a good looking 128 grid map...

Old Post Feb 23 2013 00:11 #
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Da Spadger
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Pfft, 128 grid. Try no grid at all.

Old Post Feb 23 2013 00:17 #
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Memfis
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Da Spadger said:
Try no grid at all.

Eh, that wouldn't be a proper limitation (everything is still possible to make), just an annoynce, kind of like trying to map using only one hand.

Old Post Feb 23 2013 01:46 #
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Glaice
formerly Mr. Chris


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@Ribbicks: That is more like 15-20 minutes :p

I'm doing this as a throwback to my DCK days where 32 grid was my standard build grid.

For those who do know my building style, I have not made the starting room which is my motif when I build as I normally build the start room and work from there. I will make that room later once I get more of the map fleshed out.

Last edited by Glaice on Feb 23 2013 at 03:03

Old Post Feb 23 2013 02:55 #
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Egregor
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I've been working on my speed mapping skills. I end up working on rooms like a sculptor works on statues. I start with an overall layout/level flow making unconnected right angle rooms in 256. Then I bump down to 128 and add some angles and detail. Its at this point I usually start connecting rooms because big doors are usually 128. Then I bump down again to 64 and chisel away some more refining angles. Finally I hit 32, which is what I (and most others) use as the solid walls separating tight interconnected rooms. Eventually I get to 16 and smaller, but that is usually after I texture everything. 32 seems to be the standard for both basic and speed mapping.

Old Post Feb 23 2013 21:30 #
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Doomkid
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Memfis said:
Now, if someone made a good looking 128 grid map...

I'll get to work on that right now, I have literally never once tried one of these grid challenges.

Old Post Feb 24 2013 03:11 #
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Megalyth
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What's the verdict on thing placement for a grid challenge?

Old Post Feb 25 2013 23:27 #
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TimeOfDeath
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Megalyth said:
What's the verdict on thing placement for a grid challenge?

imo it's not very important, but you should get bonus points for doing it.

Old Post Feb 26 2013 00:13 #
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Pottus
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Ribbiks said:
postin screenshots already at just like a half hour into mapping? :p


but yah, lately I've been mapping similarly, make the base layout in 32, add nuances at 16, then do detailing at 8 and 4.

1px is the best grid size :P

Old Post Feb 26 2013 01:58 #
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printz
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Someone already made 32 Inch Nails

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Old Post Feb 26 2013 06:22 #
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Obsidian
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printz said:
Someone already made 32 Inch Nails

Also Moonstone on a 128 grid, but who cares?:P

On a side note, I tried making a 32 map once. I even put the objects on the 32 grid, aren't I awesome? =D I probably overdid the difficulty on the end bit though.

Old Post Feb 26 2013 07:04 #
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Springy
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Hmm, this brings up a good idea for a community episode. Build the first map using only a certain size then the next, a size up. Just a thought though. Looks like a good layout so far Mr.Chris.

Old Post Feb 26 2013 11:33 #
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Memfis
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Obsidian said:
Also Moonstone on a 128 grid

64

Old Post Feb 26 2013 12:23 #
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Glaice
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Yea, making a megawad could prove interesting. Anyone else is welcome to post screens of predominantly 32 grid mapping.

Old Post Feb 27 2013 01:07 #
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Obsidian
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Memfis said:
64

Where'd I get 128 from? 0_o

Old Post Feb 27 2013 04:29 #
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Glaice
formerly Mr. Chris


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2 more screens..





If people want a top down image, I'll post one.

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Old Post Mar 11 2013 07:02 #
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