OneHundred Posted June 2, 2004 So far, all my efforts at describing levels have been pretty coolly received, so how about I let you just see for yourself: and the level is at http://culturecamp.sphosting.com/100/tower.zip The shots were taken in Legacy but it's meant to run in Doom 2, as it takes advantage of some of that engine's limitations (no jumping, no looking up and down, and the unrealistic way light is handled). Also there's a little bug in either Doom 2 or the nodes builder I was using that creates an interesting effect in the final room (you'll know it when you see it; try shooting at it, but not if you're hurt already) and I can't guarantee how any source port will handle that. Legacy just seems to ignore it. 0 Share this post Link to post
Nmn Posted June 2, 2004 I have just played it. The wad contains a couple of flaws and aesthethic bugs that are too harsh for today's standards. Please detail it more, because I sense potential. Not bad gameplay, but underdetailed architecture. If You can't do that, no worry, I have a mergency plan in my mind already. shh :-) 0 Share this post Link to post
OneHundred Posted June 3, 2004 OK, like what flaws and aesthetic things specifically? I will work on getting more detail in there, though, thanks for the advice. 0 Share this post Link to post
boris Posted June 3, 2004 OneHundred said:OK, like what flaws and aesthetic things specifically? I will work on getting more detail in there, though, thanks for the advice. Shot 2: TLITE texture on the whole ceiling. Replacing it with single TLITE lamps will probably look better. Shot 3: It's, uh, black. Shot 4: LITE texture as a wall. ARGH! 0 Share this post Link to post
Volte Posted June 3, 2004 TLITE is supposed to be used like that -- perhaps not only on the whole ceiling, but larger areas than just one 64x64 square. 0 Share this post Link to post
Nmn Posted June 3, 2004 OneHundred said:OK, like what flaws and aesthetic things specifically? -Dark Rooms having a tlite ceiling. If You want to imitate broken lamps add some lamps and add blinking lights-look better -Ceilings covered with tlite flats. Agree with Boris here. -Floors sharing the same height yet having different flats on larger spaces-like You enter a room and You have a flat, You enter a hall and presto-a gray flat-separate the flats somehow when differing them-like a raised step between 2 sectors that have different flats. -Having bright lamps that don't illuminate the sorrounding darkness (unrealistic) -Crazy texture themes (they seemed too random to me. Tlites, marbles, cements, browns, oh my. If it's a modern building You want to build stick with grays and shawns (silver and grey textures). 0 Share this post Link to post
boris Posted June 3, 2004 VolteFace said:TLITE is supposed to be used like that -- perhaps not only on the whole ceiling, but larger areas than just one 64x64 square. Yes, if you want your map to be ugly. 0 Share this post Link to post
DooMBoy Posted June 3, 2004 For that second shot, I'd make the ceiling something like RROCK14 and then make some 128x128 TLITE squares, and make them bright, and then I'd make a few of them blink. I would also lower them 16 or units from the ceiling and make the upper texture either support3 or metal (assuming you're going to use TLITE6_6). 0 Share this post Link to post