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Szymanski

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About Szymanski

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  1. I have an idea for a map project and I'd like some feedback before I go ahead with it.

    The concept is the maps sectors are provided by the base wad and the designer gets to change everything else. The image below shows the Hexagon with 1536 64* sided triangles (1024 length sides horizontally).

    hexagon.jpg.a6d6518f27312703f131175e89caa78d.jpg

    The image below shows a basic building and rocky area built with the triangular grid

    hexagon_test.jpg.0c5b46b3f05ae79999d4f76ca1cf05dd.jpg

    Here is an image of the sectors flats in the editor

    hexagon_test_flats.jpg.295c74fe6cfe792b172cfc1f605f9b4e.jpg

    Sectors can be deleted, or merged to make doors and lifts easier. The map area is ~2.6x larger than a 1024 map so shouldn't feel as cramped, however the wall thickness is quite chunky. Areas outside the map for monster closets or conveyors can be regular geometry. Visible but unreachable areas outside the Hexagon play area should use the same triangular grid.

     

    Not sure if limit removing or allowing Boom features should be the standard. Not sure about texture packs

     

    I'm sure some really cool maps would be made...

     

    1. Maribo

      Maribo

      Very cool concept imo, would enjoy seeing a few people attempt this

    2. CyberosLeopard

      CyberosLeopard

      Very interesting, I had a similar idea a few years back but a single GZDoom map in UDMF; the concept was some kind of 'shifting' level where scripts would change the wall textures, flats, assign sector properties, etc, but it was too much for me. I'm sure this will be far better and more enjoyable in the long run. Best of luck.

    3. Szymanski
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