DeathevokatioN Posted April 20, 2012 dannebubinga said:Yes! That looks like your finest work to date my friend :) Lol, I know, it looks amazing... how the fuck am I supposed to contend against that? Fuck you Darkreaver. :) 0 Share this post Link to post
franckFRAG Posted April 21, 2012 darkreaver said:http://i43.tinypic.com/k3b23r.png http://i40.tinypic.com/99gtih.png <3 0 Share this post Link to post
Doom_Dude Posted April 21, 2012 LigH said:One single screenshot doesn't tell the whole in-game immersion... That is true. ;) KiiiYiiiKiiiA said:Probably one of the hardest things to do for an organic texture is to make it still look good when tiled across large areas. Well aside from the obvious of making it look good anyway. Yeah. I wish I had made it larger than 128x128 in the first place but I was just starting to make new textures back then.. K!r4 said:It is a lot better IMHO. Yeah, so do I. 0 Share this post Link to post
Captain Toenail Posted April 23, 2012 Messing about with a top-down shooter kind of thing for Skulltag. http://i209.photobucket.com/albums/bb202/CaptainToenailSkulltag/SaucerShooterTest.png You control little flying saucers around a maze. Plan is to get it set up for ctf mode. Will probably be a very hit and miss type of mod but it's fun making it. 0 Share this post Link to post
NaturalTvventy Posted April 23, 2012 Back to e1... http://i613.photobucket.com/albums/tt214/emilharold/Screenshot_Doom_20120423_073015.png 0 Share this post Link to post
Katamori Posted April 23, 2012 NaturalTvventy, isn't it a bit cramped? I don't know, I just ask. It seems, but I can't be sure. 0 Share this post Link to post
darkreaver Posted April 23, 2012 Doesn`t look cramped at all to me. And that`s pretty funny coming from you Katamori, as I can`t remember seeing a screenshot from you that doesn`t look cramped ;P (I might mix you up with someone else though) 0 Share this post Link to post
NaturalTvventy Posted April 23, 2012 Katamori said:NaturalTvventy, isn't it a bit cramped? I don't know, I just ask. It seems, but I can't be sure. When you're working with e1 monsters, you gotta make things tight or they are completely toothless. giving a player more than 256 units of space is often pushing it. This is one of my more open e1 maps (with an increased monster count to compensate). 0 Share this post Link to post
Kaiser Posted April 23, 2012 The result of complete boredom and a strange obsession with a particular N64 game 0 Share this post Link to post
Foodles Posted April 23, 2012 Kaiser said:The result of complete boredom and a strange obsession with a particular N64 game Super mario 64 right? I have that same obsession. heres something that I made 0 Share this post Link to post
scalliano Posted April 23, 2012 Kaiser said:The result of complete boredom and a strange obsession with a particular N64 game Get it outta ye! Seriously, that is ACE! 0 Share this post Link to post
NaturalTvventy Posted April 24, 2012 Foodles said:Super mario 64 right? I have that same obsession. heres something that I madeNice! working with that wood texture's a bit of a pain right? 'cause it's not strictly 64x64. 0 Share this post Link to post
Lüt Posted April 24, 2012 That wood texture looks surprisingly cool with all that red. I don't recall seeing anything like that before. It seems to lend itself to requiring high resolution in order to look good though. 0 Share this post Link to post
LigH Posted April 24, 2012 @ Kaiser: Well, that's what handheld consoles were made for, they deserve the games which are suitable to have fun literally everywhere. 0 Share this post Link to post
_bruce_ Posted April 24, 2012 Kaiser said:...The result of complete boredom and a strange obsession with a particular N64 game[/url] Nice! 0 Share this post Link to post
Katamori Posted April 24, 2012 NaturalTvventy: That was only my first impression. But now I see I was wrong. darkreaver: Yes, you're right. However, I'm not making maps at the moment. 0 Share this post Link to post
ducon Posted April 24, 2012 Foodles said:heres something that I made Nice. ;-) 0 Share this post Link to post
Marnetmar Posted April 28, 2012 I think the amount of silver support in the first screenshot is a bit overkill. 0 Share this post Link to post
scalliano Posted April 29, 2012 Yeah, it is a bit silver-tastic. How about now? 0 Share this post Link to post
Marnetmar Posted April 29, 2012 Looks better, perhaps replace the ceiling and 3D supports texture with something like SHAWN2? 0 Share this post Link to post
esselfortium Posted April 29, 2012 The shading on shawn2 repeated over such a large space makes it just look like weird stripes... one of the floor0_1 set of flats might look better on the ceiling. 0 Share this post Link to post
scalliano Posted April 29, 2012 Most of the other grey flats are either too patterned or too plain. I'm thinking rotation is the way to go. 0 Share this post Link to post
ForeverViLe Posted April 29, 2012 I haven't worked for a while I was busy with exams and I was temptated to play the iwads once again so I didn't find the time to work. I started building a new map and so far I've built the castle's entrance, now I'm working on the inner halls. Thats what I've built so far- the castle entrance. 0 Share this post Link to post