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the main reason why I avoid to make outside-ish maps. I know I have to learn the way to get around this somehow.
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Maybe have that be a sector with the ceiling and floor at the same height, upper texture metal, lower texture marble?
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meh, IMO I'd just make that whole vertical beam metal, instead of marble, because then it looks cool.
That area still looks decent, though. That small detail isn't that bad.
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The Outdoors Doom Guide (because outdoors + videogames + bedroom = INSANE FUN)
Context:
Step 1. Sketch some good, natural-looking shapes that could fit between two places (maybe you're doing an outdoor area to connect two far rooms? Maybe you need to add grass patches between corridors with birth defects? Who knows!)
Step 2. Shape it, baby! (10/10 ign would play again)
Step 3. Improve that shape, by making it smoother and more natural looking! (you can use the Curve Linedefs thing, then edit some vertex for finer manipulation of the shape)
Step 4. Study possible ways one can utilize of that shape to proceed from one area to the next, optionally without getting too abstract.
Then implement them in your map!
Step 5. Make it round, like a... tennis ball, I guess? No? What about balloons? Meh, like Sports Heads. But NOT melons! nice try ( ͡° ͜ʖ ͡°)
Step 6: Detail! (I'm so sorry I don't know how to detail Doom maps, for some reason in Unreal, it's so easier... what could be the reason?)
...or maybe this map is already not too bad.
Final result! :D (made in up to 20 minutes)
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