Marnetstapler

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About Marnetstapler

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  1. Who are you people and where is my horse?
  2. Texturing is the bane of my existence.
  3. New shower thought:
     

    Soft barriers like pillars are obviously a tool to block player/monster line of sight and spice up an area visually, but they should be used in a way that facilitates the player to loop and weave around the area in interesting ways and never as an obstacle that inhibits movement.

     

    dddddddd.png.243d68ba89a16e77dfd9187ac76ff16f.png

    1. Nine Inch Heels

      Nine Inch Heels

      While the "not good" picture actually shows a not-so-good-design choice, since it's a pillar for the sake of having a pillar, linear rooms and hallways can work well when monster are placed/used accordingly in my opinion. Doesn't even have to be something super elaborate, but having some hitscans and a vile might make the "not-so-good-design-choice a vaild consideration. Any thoughts on this?

    2. Marnetstapler

      Marnetstapler

      I don't disagree, hallways aren't a bad thing in and of themselves at all if they're set up right. I was just getting after pillar usage here.

    3. Jaxxoon R

      Jaxxoon R

      I guess it could be visualized as an astronomical body's orbit path around the pillars in question.

    4. Nine Inch Heels

      Nine Inch Heels

      ^On the subject of "orbiting" around pillars: It's easy to put pillars in a way that allows for this to happen, but it's vastly more difficult to create a scenario that requires this from a gameplay perspective. Not to ramble too much, though... I always like when I'm given options in regards to which way I can move, because movement in doom is very enjoyable. So I'll take the "good idea" any day. ;-)

  4. I've had a problem with this room ever since I started this map and haven't been able to put my finger on why until recently -- throughout all three iterations the setup has been one entry point from the previous room and a ledge immediately in front of the player with a shooting gallery of monsters. I ought to see about giving it another entrance and changing the single ledge in front to a ledge on either side of the room.

     

    Screenshot_Doom_20170515_005332.png.ebfd08706e1687504dc486ed16cdf433.png

    1. Nine Inch Heels

      Nine Inch Heels

      I feel like I can't stress enough how much I like the cleaned up geometry along with the texture choices. Ceiling detail also looks really good in this shot, so I really hope that stays pretty much as is.

    2. Marnetstapler

      Marnetstapler

      Thanks! I don't intend on changing the overall look of the room much at all -- I'm just going to move a couple things around to make it more fun to run around in is all :)

    3. Fonze

      Fonze

      That shot is looking very nice Forum Stapler; I'll note that even if it is a shooting gallery, at least it's one of glass-hitscanners that will move by faster than the player will notice it was a shooting gallery set up. You could always use that sense of confidence as the player advances on these quick kills to drop some more guys in from the player's back side.

       

      Still, bad encounters are much easier to be accepted when they are over quickly, if worse comes to worse.

       

      I can't wait for you to finish that map! I look forward to playing it :)

    4. Marnetstapler

      Marnetstapler

      Thanks, hopefully soon!

  5. I think you guys are letting a clickbait title get you more up-in-arms than you need to be. I couldn't find anything that's inherently wrong with what he said other than his statement about ammo. His opinions are actually very reasonable and I bet this discussion would look very different if the title weren't so inflammatory. Show me where on the doll HPPT hurt you.
  6. How detailed is this area?

     

    035tqJO.png

     

    What about this area?

     

    9Blt0.png

     

    What about this?

     

    OzTFZbq.png

     

    What about this?

     

    knee_deep_in_zdoom_8_by_kdizd_team_by_ke

    1. Show previous comments  1 more
    2. Nine Inch Heels

      Nine Inch Heels

      Since it makes my map look bland and ugly in comparison: Too detailed! (jk)

       

      Seriously though, these screenies look sophisticated in terms of visuals. Speaking with my bias of not liking the classic tech theme that much in mind, the last screenie looks a bit too busy for my personal liking. But it is detailed for sure. Funnily enough, I like the first screenie the most in spite/because of its simplicity.

    3. Marnetstapler

      Marnetstapler

      Quote

      I like the first screenie the most in spite/because of its simplicity.

       

      ;)

    4. Phade102

      I get the feeling my post inspired you to make this one. Those are some very detailed areas, but a lot of it does seem...rather unnesescary?

    5. Eris Falling

      Eris Falling

      I actually liked KDiZD, but there's no denying they went a bit overboard with detailing. The first shot is as good an advert for clean detailing as you can get.

    6. Marnetstapler

      Marnetstapler

      @Phade102 if you look at the first three areas closely, you'll realize that they are actually very architecturally simple, and they look good because they make use of interesting shapes and lighting. Contrast that with the final shot from KDIZD, which is more conventionally detailed.

    7. Nine Inch Heels

      Nine Inch Heels

      I agree with Eris. These screenies and the question at hand reminds me of the audio commentary of "ice age" (yeah, the first one) where the director said that, in terms of landscapes, they went with what they called the "roadrunner-approach". In essence, it translates to "detail where it is due". And that's how I think about many of the modern doom maps as well. If the terrain is the main actor, it needs to stand out visually, if the combat is the main actor, it needs to stand out visually as well, at least to a high enough degree that "rather meaningless visuals" don't distract me from what I came to do.

       

      At the end of the day, MrGlide's justified question is the reason why I feel about detailing the way I do. I don't care if it looks "bland" here and there, I wanna play the thing, and playing it better feel good. What good are 500 linedefs per sector, when the thing doesn't play proper?

    8. Fonze

      Fonze

      What do you think of this Mr gigolo?

       

       

       

      Maybe it's detailed, maybe Torm snuck in your room while you were jogging; get it the Hell away from me.

    9. Dragonfly

      Dragonfly

      The simple thing is that the first three are letting the beauty of custom textures shine. The last one is using (mostly) vanilla resources, or derivatives of them. Take that first scene and use vanilla textures. Hello 1997~ish era mapping.

    10. AD_79

      AD_79

      Honestly though, that first screenshot (competently) rendered in stock textures would still look a lot more pleasing to me than the last shot.

    11. Doomkid

      Doomkid

      They all look nice. I've noticed using gritty textures makes an area look more detailed even if it's actually somewhat basic.

  7. I get the impression that what most people think of as "detail" isn't actually detail at all, but rather good-practice usage of angles, architecture, texturing, lighting and color. If BTSX used IWAD textures, I imagine you'd get something that looks a lot like more like a fancy DTWID than, say, KDIZD. When I make my maps, the word "detail" isn't something that crosses my mind at all. Focus more on envisioning an overall space in your head.
  8. *bangs head against wall*

     

    ugh.png.584ea31f1957efab0f3ccc57d881e242.png

  9.  

    ugh.png

    1. Edward850

      Edward850

      If you look to your right, there is some misaligned wallpaper. "Use" it to reveal a teleporter to the kitchen.

  10. The yellow key setup in Breach is fucking brilliant.

    1. bzzrak

      bzzrak

      The first 5 words are unnecessary.

    2. Marnetstapler

      Marnetstapler

      You're absolutely right. What a great map.

  11. Anyone know why Quake II 64 had a completely different set of maps instead of simplified versions of the originals?

    1. esselfortium

      esselfortium

      It was probably similar to the mindset behind Doom 64: creating new levels catered to the platform's specific capabilities means selling something new and exclusive, rather than releasing a worse version of levels that were already available in a more complete form elsewhere.

    2. Marnetstapler

      Marnetstapler

      Seems like a reasonable explanation. 

    3. Averagewalrus23.9

      Averagewalrus23.9

      My question is, are these "new" levels worth playing.

    4. Gerardo194

      Gerardo194

      esselfortium already gave a good explanation but I need to say I really loved playing those levels 

  12. That's Sandy Petersen's doing. He was in charge of arranging each level in order and didn't realize that the Spider Mastermind was weaker than the Cyberdemon.
  13. Not necessarily. They could shut it down for having Tom Hall in it from it seeing as Doom has many halls and Bethesda needs to protect their IP.