Dexiaz Posted October 12, 2017 Hello community. You may know about this thread, so...Are Startan textures ruined forever? This mod will help you with answer. This mod supports Doom I, Doom II, TNT Evilution and Plutonia Experiment. Requires GZDoom 1.9 or above, latest builds of Zandronum and ZDoom. Download here P.S.: I've changed my mind. I think that STARTAN2 is NOT ruined for me. It's a good texture, though. And STARTAN1 too. 8 Share this post Link to post
Empyre Posted October 12, 2017 It looks like you made the maps fullbright, too. Why did you do that? 2 Share this post Link to post
Dexiaz Posted October 12, 2017 Just now, Empyre said: It looks like you made the maps fullbright, too. Why did you do that? I did this mod by thoughts about Doom Builder simulating. In Doom Builder any level without edits have brightness "192". So I've changed a brightness of all sectors into 192. You can see that on moving sectors it's not really 192 (possibly ~220), but still - no more dark sections. 2 Share this post Link to post
Job Posted October 12, 2017 Well, there goes my lunch. I applaud your effort, but not the STARTAN2. 4 Share this post Link to post
Memfis Posted October 12, 2017 Should the status bar be in STARTAN2 too? 6 Share this post Link to post
Dexiaz Posted October 12, 2017 3 minutes ago, Memfis said: Should the status bar be in STARTAN2 too? I thought about that, but I think there is no need for this. To be honest, I didn't want to create any GFX pictures (like TITLEPIC, INTERPIC, etc), so that's why I didn't edit HUD 2 Share this post Link to post
Nevander Posted October 12, 2017 I'm STARTAN to really hate these textures. Shameless re-posted joke from ZDoom forums. 20 Share this post Link to post
bioshockfan90 Posted October 12, 2017 is this the innermost level of hell 5 Share this post Link to post
40oz Posted October 12, 2017 This is the prophecy foretold in the startanic bible. 6 Share this post Link to post
Scypek2 Posted October 12, 2017 Downtown still looks pretty neat. I think textures in general may be a very significant but ultimately optional aspect of levels. 2 Share this post Link to post
The_MártonJános Posted October 14, 2017 For this wonderful gift of gratitude, let me award you with...(Looks just as idiotic and stupid as I imagined it to be...) A TANSTAR. 17 Share this post Link to post
ShockaPop Posted October 14, 2017 This is pretty much how my maps look when I'm just blocking out the geometry for the basic layout. :) 1 Share this post Link to post
UglyStru Posted October 16, 2017 I've torn off the mask of reality to stare at the face of god. 1 Share this post Link to post
Reisal Posted October 16, 2017 (edited) What about switch textures that don't have the switch on the bottom half (IE SW#DIRT) or short switches (IE SW#COMM)? 1 Share this post Link to post
printz Posted October 16, 2017 On 12.10.2017 at 8:15 PM, DeXiaZ said: Requires GZDoom 1.9 or above, latest builds of Zandronum and ZDoom. Isn't this kind of mod possible to be done for vanilla Doom as well? 1 Share this post Link to post
jointritual Posted October 16, 2017 Bit off topic, but what mod is that shotgun from at 1.10 min ? 1 Share this post Link to post
Arctangent Posted October 17, 2017 6 hours ago, printz said: Isn't this kind of mod possible to be done for vanilla Doom as well? The changed flats and brightness says no, unless you want to do it by including the vanilla levels with the textures manually swapped out. 1 Share this post Link to post
leodoom85 Posted October 17, 2017 Why startan a mod which I'll start a nice gameplay of this texture called STARTAN....? Next time, I'll start a nightmare thanks to that mod.... 1 Share this post Link to post
Spie812 Posted October 17, 2017 (edited) 2/10 the walls are not 100% STARTAN2 I saw FLOOR0_1 used as a ceiling texture what nonsense is this? Edited October 17, 2017 by Spie812 2 Share this post Link to post
leodoom85 Posted October 17, 2017 hehe Imagine if ALL of the assets were made of STARTAN2.... 2 Share this post Link to post
Nevander Posted October 17, 2017 (edited) 4 hours ago, Arctangent said: The changed flats and brightness says no, unless you want to do it by including the vanilla levels with the textures manually swapped out. Actually you could just make copies of FLOOR whatever and rename them all to the same names of other flats and then do the same for patches, copy the STARTAN2 patches and replaces all patches in the P markers and edit PNAMES and stuff. Then it just replaces the graphics lumps and it would work in vanilla. The brightness would not but there's no need to re-include full levels for texture swaps. 2 Share this post Link to post
Dexiaz Posted October 17, 2017 18 hours ago, printz said: Isn't this kind of mod possible to be done for vanilla Doom as well? It's possible to do for the vanilla Doom as well, but it will take more time to make + it woudln't change brightness as Arctangent said. And no, this mod will not run with Vanilla Doom even without brightness script. 1 Share this post Link to post
Arctangent Posted October 17, 2017 12 hours ago, Nevander said: gov i don't know how to tell you this but FLOOR flats aren't used exclusively on floors and CEIL flats aren't used exclusively on ceilings 2 Share this post Link to post
Nevander Posted October 17, 2017 (edited) I don't know what you're talking about. Copy FLOOR0_1 > paste > rename to another flat like FLAT20 Paste again > rename to another flat Repeat until all flats are the same FLOOR flat Now all Doom flats are replaced by the same one. ?? EDIT: Wait ok I see what you meant. You'd then have to average it I suppose. What flats are used most as floors get FLOOR, what flats are used most as ceilings get CEIL. So basically yes it can still be done in vanilla just not perfectly. Edited October 17, 2017 by Nevander 1 Share this post Link to post
printz Posted October 17, 2017 19 hours ago, Arctangent said: The changed flats and brightness says no, unless you want to do it by including the vanilla levels with the textures manually swapped out. I think it would actually be interesting to provide a COLORMAP that just doesn't fade, just for blandness' sake. 2 Share this post Link to post
Dexiaz Posted October 18, 2017 8 hours ago, printz said: I think it would actually be interesting to provide a COLORMAP that just doesn't fade, just for blandness' sake. That's interesting, huh. Just for lulz I want to try it. But later... 0 Share this post Link to post
Skeletonpatch Posted October 18, 2017 I think what really elevates this mod to the next level is the fact that you chose comic sans as your trailer font! Now your mod can truly pass as a creation from hell! 1 Share this post Link to post
Dexiaz Posted October 18, 2017 I'm glad that you've got my ironic idea with using Comic Sans in my trailer. Seriously, I've used Comic Sans purposely 1 Share this post Link to post
Nevander Posted October 19, 2017 Comic Sans is like the "Great Value brand" of fonts. 0 Share this post Link to post