Gunrock Posted July 5, 2014 I'm trying to come up with ways to add detail or something to this type of texture in the pic below. I came up with a few random things, but ended up looking worse. Here is a pic of the textured area i'm talking about.... http://img842.imageshack.us/img842/5285/g5n2n.jpg 0 Share this post Link to post
Doom_Dude Posted July 5, 2014 Well first of all using the same texture on everything is too much of a good thing IMHO. You need to change things up. Put some pillars along the walls for example....or make a sector that follows the walls and have the higher part a diff texture. Cut some of the floor away and lower it a bit and use some blood on there or whatever you want. Experiment. Just don't make a whole room of the same texture or figure out how to break it up somehow.. When I made the first Vilecore I did a lot of that using the same texture everywhere syndrome. Don't go there man. ;) 0 Share this post Link to post
Darch Posted July 5, 2014 Yep, changing the floor texture will help a bit. 0 Share this post Link to post
Gunrock Posted July 6, 2014 Thanks guys! You are helping me out a lot. The map i'm making is a slight remake of the psx map 'spawning vats' As you may know most of the texture throughout the map has the same theme. I'm trying to 'break' it up a bit so it doesn't look boring. Here is what I came up with for the starting room texture based off of what you guys suggested... http://img842.imageshack.us/img842/6793/qzyb.png 0 Share this post Link to post
The_MártonJános Posted July 7, 2014 purist said:That looks rather busy for a small space. As long as one doesn't hang upon everything possible, it is okay. 0 Share this post Link to post
Guest Unregistered account Posted July 7, 2014 And you can always make alcoves in the walls impassable. Also, if you want to make tiny, intricate details in the walls and/or trimmings around the edges, you need to. I once played a CTF map that had -LOADS- of little details, and I kept zipping up the walls and getting stuck on things. :/ 0 Share this post Link to post
Egregor Posted July 7, 2014 Structural Obstacles: Center pillars, wall pillars, windows, and fences Height Variation: Platforms, pits, stairs, elevators Trim: A sector inside of another sector that has a slightly lowered ceiling, different texture, or different floor texture. Lighting Variations! Item Obstacles! 0 Share this post Link to post