Mechadon Posted February 9, 2013 Nice marbles Malinku! I like the grey and green marble textures used in conjunction like that. The second shot could probably benefit from some more ceiling architecture of some sort to break up the big, empty areas. Also you've got a texture misalignment there to the far right :P 0 Share this post Link to post
Cell Posted February 9, 2013 BloodyAcid said:Fixed floor and spruced up columns to make it a little less boring. http://i.imgur.com/MMg3JMq.png Hm. Looks pretty decent so far. 0 Share this post Link to post
schwerpunk Posted February 9, 2013 walter confalonieri: looks interesting, even if I don't know jack about what makes a good MP map. Doom Builder shots generally make me wish there was a 'Height Mode' classic view option, like the 'Brightness Mode' that showed different elevations of floors using a coloured gradient. How about some in-game screenies? Malinku: Very nice marble, indeed! I was going to suggest you mix up the colours a bit, but then I saw your second screenshot, so I guess you're on the right track. Oh, and in the second screenshot, is that another building in the distance that I'm seeing through the skylight? That is SO COOL. BloodyAcid: Kind of reminds me of the tram area from Dead Space. In a good way. Very, very snazzy & sharp looking. *Thumbsup.* 0 Share this post Link to post
Memfis Posted February 9, 2013 schwerpunk said:Doom Builder shots generally make me wish there was a 'Height Mode' classic view option, like the 'Brightness Mode' that showed different elevations of floors using a coloured gradient There is a plugin for that - http://narod.ru/disk/65061090001.ed1a32d532f34b5ef0e607bab2d3782a/HeightLevels_v1.0.zip.html 0 Share this post Link to post
schwerpunk Posted February 9, 2013 Thanks, Memfis! It works pretty much perfectly. In return, here's a screenshot of one of my favourite startles in BlueEagle's mapset, Unloved. [source] 0 Share this post Link to post
darkreaver Posted February 9, 2013 Malinku: Nice, but I think not using the same flat for ceiling as for the floor would be beneficial. 0 Share this post Link to post
Malinku Posted February 10, 2013 darkreaver said:Malinku: Nice, but I think not using the same flat for ceiling as for the floor would be beneficial. The marble tile texture is one of the worst to use on both the floor and ceiling. But in the hour or so I worked on those areas I didn't have a good idea to mix it up so I left it. @Mechadon Still working on the ceiling in the second shot. I just didn't come up with a good idea yet and will mostly fix the misaligned texture. @schwerpunk I didn't plan for that but I think I'll use that in the map design. 0 Share this post Link to post
Katamori Posted February 10, 2013 BloodyAcid, that's fantastic! ...and dark :P 0 Share this post Link to post
Cell Posted February 10, 2013 schwerpunk said:In return, here's a screenshot of one of my favourite startles in BlueEagle's mapset, Unloved. Is that a toilet on the right? 0 Share this post Link to post
CorSair Posted February 10, 2013 BloodyAcid said:http://i.imgur.com/MMg3JMq.png Wait a minute, what texture set you have there? 0 Share this post Link to post
Cell Posted February 10, 2013 Eris Falling said:Because why not? Just Do It. 0 Share this post Link to post
Acid Posted February 11, 2013 CorSair said:Wait a minute, what texture set you have there? Too many to count. 0 Share this post Link to post
Ed Posted February 11, 2013 Why not. Using stock doom.wad textures with UDMF in mind. 0 Share this post Link to post
Mechadon Posted February 11, 2013 Nice shot Ed :). I like the guts and tech stuff in the ceiling. 0 Share this post Link to post
schwerpunk Posted February 11, 2013 Ed: Whoa, I can already feel my comp lagging. o_o I like the mix of classic techbase, and the newer cosmetic slopes all around outpost-base vibe (kind of a Quake II techbase feel, I guess). Also, Hell above is a nice change. 0 Share this post Link to post
Walter confetti Posted February 11, 2013 posting maps in wads & mods and don't get any feedback from the community is priceless. 0 Share this post Link to post
Springy Posted February 11, 2013 @Walter Sorry man I didn't see that. I noticed you posted pics up before in this thread and were speaking about a DM map in progress. I'll give this a spin with some bots in a minute and give it a shot on duel later. The shots look great btw. 0 Share this post Link to post
Memfis Posted February 11, 2013 I wanted to comment on that wad but I really don't know anything about DM, hehe. When I rarely play it, I just run around and shoot at players. I don't have any strategies or tactics so I dunno what makes a good DM map. Well, one thing I've heard is that people don't like when there is a megasphere on the map because the player who picks it up gets a HUGE advantage. So you might want to remove it. Nice design btw. 0 Share this post Link to post
Springy Posted February 11, 2013 Memfis said:I wanted to comment on that wad but I really don't know anything about DM, hehe. When I rarely play it, I just run around and shoot at players. I don't have any strategies or tactics so I dunno what makes a good DM map. Well, one thing I've heard is that people don't like when there is a megasphere on the map because the player who picks it up gets a HUGE advantage. So you might want to remove it. Nice design btw. Depends on DM flags, if you have respawning items then it's acceptable, if not then yes there is an unfair advantage. Cover is one thing that needs to be considered in DM (especially in duel). Also weapon placements should stay on the map permanently for fair play in DM and duel. I personally think Walter's done quite a good job there despite taking me a while to learn the layout but the map I think maybe a little to big for duel. 0 Share this post Link to post
Cell Posted February 11, 2013 Mechadon said:Nice shot Ed :). I like the guts and tech stuff in the ceiling. Seconded! Looks pretty much like a ZDoom project or something. 0 Share this post Link to post
BaronOfStuff Posted February 11, 2013 Just out of reach, even when jumping... what a bastard. I can't remember what this WAD is. Possibly the dumbest thing I have ever mapped. I get called an idiot for finishing the map when everyone else has died/quit. Kids today... Just having fun with a missing texture while locked out of some area permanently (stupid bloody map). Looked pretty cool though. 0 Share this post Link to post
scalliano Posted February 11, 2013 Not sure about the magenta torches, might change those. 0 Share this post Link to post
Springy Posted February 11, 2013 scalliano said:Not sure about the magenta torches, might change those. I'd say keep them personally. They give off a very nice atmosphere. I really cannot wait for TOP 2. It looks amazing so far. 0 Share this post Link to post
BaronOfStuff Posted February 11, 2013 Keep 'em. There's not been enough purple stuff in Doom; along with cyan, it's probably the one colour that's noticeably missing from the standard palette. 0 Share this post Link to post
Ribbiks Posted February 11, 2013 BaronOfStuff said:There's not been enough purple stuff in Doom my thoughts exactly :) 0 Share this post Link to post
Acid Posted February 11, 2013 Not too interesting, but a walkway-in-progress. http://i.imgur.com/lTOBPRu.jpg There are way too many 3d-floors in this shot, yet you can't see them. :/ 0 Share this post Link to post
printz Posted February 11, 2013 I've started work on an OS X based WAD manager. The standard procedures (import/export/rename/delete lumps) have proven quite easy to program, it will be more cumbersome when I get to lump format guessing :) 0 Share this post Link to post