You can find here 1650+ doom3 textures converted to oldgen engine texturing (no normal, height or spec maps).
(they are available as individual PNG and zipped paks)
(edit 2022-05-30 : link bellow has been updated)
> > D3RetroTex on GoogleDrive
You can use these freely, have fun, no credits needed, excepted maybe for the awesome id's artists =)
-Adrian Carmack
-Kevin Cloud
-Andy Chang
-Pat Duffy
-Seneca Menard
-Kenneth Scott
-Patrick Thomas
-Ted Anderson
-Pat Jones
Todo :
-256 colors
-brightmaps, animations, wad (any help, advise, tips are welcome here, I still don't have a lot of experience in this domain yet)
Wow, impressive ! I love the new lighting, and so many things ! it looks amazing.
I loved map02 too , the hommage to doom1 E1 maps ^_^.
10:12 : I just love this room <3
Some improvement suggestions.
15:32 : some missing brightmaps on neons?
17:54 23:0 add some subtle green lights near acid pools (really subtle, not too strong).
20:14 same as above + darken 50% acid smoke to lower the blinding additive saturation effect.
16:42 19:45 22:15 -the outside areas are a bit too bight, or it's the sky that is too dark : because they are brighter than the mountains and I think they souldn't. Shadowed areas hereĀ are too dark, the sky/sun light would bounce on walls and floor, making shadows brighter
24:55 add lights near bubles tubes?
25:25 : light from outside will bounce inside making the sectors close to outside brighter
25:35 the revenant alcove being narrow receive less light than the big center area, darken this sector (makes it more readable)
25:45 less light is reaching the door, this sector could gain being darker
I don't know what would be the result, but maybe try darkening + adding lights with big radius in the sky to add some lighting gradients in those outdoor sectors?
Anyway, great job !