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Status Updates posted by ⇛Marnetmar⇛
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When Doom Builder decides to have a stroke
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I had like 30 of those making this topic:
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Populating hallways is hard, so I just lazily throw in a wall of low-tier enemies to mow down and call it good.
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This area's only a third done, but I like the way it's turning out so much I wanted to share it:
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Like I said on the IRC last night, looks great! I agree 100% with NiH on the green/red/dark grey.
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Thanks guys! This room's been a real pain in the ass to get right -- the only reason it exists is to allow the player to get to that lift over there, and it can't really be connected with other areas of the level due to how the surrounding areas are structured. Functionally it's just a box.
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"Just a box", lol... Pretty much one of the most beautiful boxes I've seen so far. ;-)
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I love System Shock 2's music.
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When I reach the detail/texturing stage of mapping, I've decided to work on one small area at a time by cutting that area out of the map, pasting it somewhere else, and then moving it back to its original location once everything is done. That way I don't get lost in a giant sea of lines and vertices and try to spread out a limited amount of time and effort over everything at once.
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I think the main reason people are so drawn to E1 when there are so many objectively better maps has less to do with nostalgia and more to do with the fact that E1 maps are just so damn comfy.
What exactly makes a map/game comfy anyway, assuming it's not subjective? One pattern I've noticed is lots of warm colors with little splotches of bright colors here and there. Roller Coaster Tycoon and Ultima Underworld also do this.
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QUICK! DON'T THINK ABOUT REVENANTS!
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Hey, twidland needs some rain. Where've you been?
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I'm ultimately an ideas guy who knows just enough about mapping to use Doom Builder as a doodle pad.
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Most people with this problem don't realize how little work they have to do to finish their maps. That thing you had for Freud 1 wasn't far off from completion, just stick it out and ffs get back in the twid channel sometime.
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Oh hey Marc! I've been popping in and out of twidland pretty regularly recently. You'll be seeing more of me once the semester is over.
I should see if Alter still has a copy of that map so I can finish it for shits and giggles, maybe as a standalone release.
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I've heard legends that Vela Pax's maps measure well over 10,000 sectors in size and that every start-to-exit session lasts 2-3 hours. This makes me incredibly self-conscious about my map size and I've heard that, rather than attempting to artificially enlarge my maps, I should invest in a map ring to improve map flow, thus making my maps -feel- bigger.
Does anybody else have any experience using map rings, and do you have any advice or warnings? How many units in diameter should my map ring be?
EDIT:
Edited for clarification