Astro X Posted March 12, 2023 I always use either CEIL5_2 or FLAT5_1. Is there a most used texture for that, or anything goes? 0 Share this post Link to post
thelamp Posted March 12, 2023 I like how flat20 looks for underside of doors flat23 looks better for doors on angles tho 6 Share this post Link to post
Sneezy McGlassFace Posted March 12, 2023 You made me check my past maps because I don't remember paying any attention to it what so ever. My default flat for floor and ceiling is FLAT1, so I usually leave it as that. That's pretty inoffensive for the techbase doors, for the wooden doors, I guess I go with CEIL5_1 or CEIL5_2 most often. 0 Share this post Link to post
Doomy__Doom Posted March 12, 2023 Door as in "human door that is opened/closed a bunch" - whatever dark-ish pattern-less flat I come across first, whether it be id flats or something from <insert current texture pack>. Or current ceiling if I'm lazy. Door as in "lowered ceiling that blocks path and then stays up forever" - usually whatever ceiling it retracts into. Door of technical variety - whatever I drew the closet with, typically default startan box. 0 Share this post Link to post
DynamiteKaitorn Posted March 12, 2023 Literally depends on what the side textures are. I generally like to try and match flats with wall textures as best as I can so wood doors get wooden bottoms, metal gets metal, rock for rock, etc... 0 Share this post Link to post
SilentD00mer Posted March 12, 2023 I always use FLAT20 and (rare cases) CEIL5_1. Basically, FLAT20 for tech doors and CEIL5_1 is for wooden doors(i use it in some tech doors but it's a rare case) 0 Share this post Link to post
Codename_Delta Posted March 12, 2023 2 hours ago, thelamp said: I like how flat20 looks for underside of doors I use that too, simply because it's what UDB uses as default for the door builder 0 Share this post Link to post
PeterMoro Posted March 12, 2023 I use Flat20, too. Sometimes Flat 23. I usually use something metal on Wooden doors. 1 Share this post Link to post
MoreMending Posted March 12, 2023 (edited) Flat20 or ciel5_1 (I think that's the right name for that one very dark grey one), but usually flat20. Well, either I use one of those two or I just forget to change the flat and it ends up being the same flat as the cieling right next to it. 0 Share this post Link to post
Stupid Bunny Posted March 12, 2023 I’ve used CRATOP a lot of times for extra cursed doors but usually one of the other flat gray or brown ones without any obvious axis or detailing 0 Share this post Link to post
pcorf Posted March 12, 2023 (edited) BIGDOOR1 = FLAT23, FLAT20 BIGDOOR2-4 = FLAT20 BIGDOOR5 = CEIL5_2, FLOOR7_1, FLAT5_2 BIGDOOR6-7 = CEIL5_2 WOODMET1-4 = CEIL5_2, RROCK03 EXITDOOR = FLAT20, FLOOR7_1 DOOR1 = FLAT20 DOOR3 = FLAT23, FLAT20 SPCDOOR1 = CRATOP2, FLAT20 SPCDOOR2-3 = FLAT20 SPCDOOR4 = FLAT 5_5 TEKBRON1-2 = CRATOP2 ZDOORF1-B1 = FLAT20 ZELDOOR = FLAT20 Edit: Angled starbase doors use FLAT1, FLAT19, FLAT23 Edited March 14, 2023 by pcorf 4 Share this post Link to post
Steve D Posted March 13, 2023 Tech doors get Flat20 or the colored variants in texture packs, geared to match the door color. There are complaints that this looks like "bathroom tile" -- which it literally is :D -- but it adds detail, so that's why it's so heavily used. If for some reason the tech door doesn't fit the grid, or it's angled, Flat23 is the texture of choice. As others have said, Wood doors get Ceil5_2. Sometimes I may want a lighter shade, so I'll use Floor7_1 instead, but that's rare. 2 Share this post Link to post
BetelgeuseSupergiant Posted March 13, 2023 11 hours ago, pcorf said: BIGDOOR1 = FLAT23, FLAT20 BIGDOOR2-4 = FLAT20 BIGDOOR5 = CEIL5_2, FLOOR7_1 BIGDOOR6-7 = CEIL5_2 WOODMET1-4 = CEIL5_2, RROCK03 EXITDOOR = FLAT20, FLOOR7_1 DOOR1 = FLAT20 DOOR3 = FLAT23, FLAT20 SPCDOOR1 = CRATOP2, FLAT20 SPCDOOR2-3 = FLAT20 SPCDOOR4 = FLAT 5_5 TAKBRON1-2 = CRATOP2 ZDOORF1-B1 = FLAT20 ZELDOOR = FLAT20 oh, you love doom mapping? name every texture :D 3 Share this post Link to post
esselfortium Posted March 13, 2023 FLAT1 is my usual pick for the underside of gray tech doors. Sometimes FLAT20 depending on how the door is aligned. The brown and green recolors of those flats found in various texture wads are also useful. 2 Share this post Link to post
Scypek2 Posted March 13, 2023 FLAT20 almost always feels appropriate, even if the door's non-orthagonal or a totally different color - it's just The Door Flat, and therefore you're not allowed to complain if you see it on a door. Otherwise, I try to match the color and pattern, but with hellish big doors it's always a struggle between CEIL5_1 and CEIL5_2. 3 Share this post Link to post
StarTanned Posted March 14, 2023 Funny enough I was just going through my first map to make sure little things like this were polished before a final release. FWIW I went with CEIL5_1 for BIGDOOR1-3, as they have black-bottomed textures. For the rest I went with FLOOR0_3 or FLOOR0_1 depending on their primary color, to not have to worry about them looking bad at angles or misaligned grids. In a few rarer cases like for TEKLITE2, there were closer-matching colors like CEIL5_1, and for doors which fully raised to the height of their surrounding ceilings, I matched those ceilings so it didn't look jarring when they were up. I'm not sure why, but FLAT20 feels like more of a floor-tile texture to me (and rarely lines up right unless I'm using UDMF). And FLAT23 always ends up not matching the silver gradients well or its mild circular embossing looks kind of off. But I totally understand why others would like them, it's just a "me" thing I guess. 0 Share this post Link to post
pcorf Posted March 14, 2023 16 hours ago, BetelgeuseSupergiant said: oh, you love doom mapping? name every texture :D I did love mapping for 25+ years but now semi retired. But yeah I named nearly every texture I use. 1 Share this post Link to post
Mr.Rocket Posted March 14, 2023 (edited) I'm with pcorf, the said textures should be a predefined default whenever a said door is created. ;) 0 Share this post Link to post
Kyka Posted March 14, 2023 (edited) 14 hours ago, Maximum Matt said: FIREBLU Get thee behind me Satan. On topic, I guess this topic would fall under the age old 'block' texturing vs 'plane' texturing schools of thought. Do you texture assuming that the door is a solid object which will have a similar surface on its vertical and horizontal surfaces? Or do you texture according to the look and feel of the individual planes and surfaces? The former can certainly give levels a more integrated, 'solid' look, but the latter potentially gives more room for variety and contrast. I am of the 'block' school of texturing, and so I always match the door surface to its ceiling. (For tnt:Revilution and currently for tnt:foreverlution (working title,) I actually made a lot of flats that better allowed me to match textures to flats.) 3 Share this post Link to post
galileo31dos01 Posted March 14, 2023 Whichever is the minesweeper gray tiles, that one, or CEIL_brown... I don't retain the names in my head sorry 0 Share this post Link to post
Wilster_Wonkels Posted March 14, 2023 For tech doors: flat 20 if it fits, flat 19 if flat 20 doesn't fit (so for doors on an angle or not aligned by the 8x8 grid). For most other doors such as wooden ones: ceil5_2 1 Share this post Link to post
BetelgeuseSupergiant Posted March 14, 2023 2 hours ago, pcorf said: I did love mapping for 25+ years but now semi retired. But yeah I named nearly every texture I use. wow, this is really cool! 2 Share this post Link to post
Walter confetti Posted March 14, 2023 FLAT20 if it's aligned; if not FLAT23 and CEIL5_2. 1 Share this post Link to post