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ianfreddie07

[WIP] Metalworks

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After regaining my interest in Doom and mapping... I have decided to give it another try. So here's Metalworks, a map I'm working on using the UAC Ultra texture set. What I've worked on... not much.

http://img209.imageshack.us/img209/5885/metalwork1.png
Here's the starting room.

http://img341.imageshack.us/i/metalwork2.png/
Here's the first hallway. The door on the left leads to a warehouse sort of area.

http://img98.imageshack.us/img98/883/metalwork3.png
Red key door.

For now, I'd like to know what details I can add in the hallway, how my texturing is... and that's it.

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Well. You're texturing seems ok, not what needs improving right now (though I'd suggest using a different texture around the light so it isn't the same as the ceiling around it). But the architecture is incredibly plain. Try some height variation and you'll be able to break up the ceiling and floor textures much easier at the same time.

TrueDude said:

Any map using the UAC Ultra texture set is almost always destined for greatness.


Uhm. If you say so! ;)

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More progress! I'll probably be designing the layout and the aesthetics of the map before placing monsters and items.

http://img577.imageshack.us/i/metalwork4.png/
http://img812.imageshack.us/i/metalwork5.png/
Improvement on the hallway.

http://img585.imageshack.us/i/metalwork6.png/
http://img530.imageshack.us/i/metalwork7.png/
A bit of work on the crates for the "warehouse" area.

So, what do you guys think so far?

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It's still flat. Don't worry so much about shoving panels in the side of walls as making the walls themselves interesting shapes. Perhaps think about creating architecture rather than details.

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More additions. Hopefully improvements.

http://img189.imageshack.us/img189/8810/metalwork8.png
http://img827.imageshack.us/img827/3690/metalwork9.png
Warehouse is mostly done.

http://img87.imageshack.us/img87/3136/metalwork10.png
A small "office" inside the warehouse.

Next up will be a large red key area (although that won't be until next week. My classes start tomorrow). What do you guys think so far?

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At the moment it all looks very flat... Try have sectors (other than crates) overlooking rooms, and also remember that you can place enemies on higher ground to make the gamelay more interesting... and also focus on making interesting layouts. Detail is just a little thing that comes afterwards.

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UAC Ultra MAP03's last room is a great example. A lot of Scythe's maps (MAP08 comes to mind) also provide a good example. They're layouts feature ledges that monsters can fire down from. My post here (and the quote) are quick-fire reasons why I feel height variation is the most important thing a wad can have.

All of Base Ganymede E2 is also a fantastic mapset for this kind of stuff... And Khorus was the first one to make this point, go figure.

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