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Dave_Billing

DOOM 1 Episode Project Beta Testers Needed

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janvknn said:

I think the main problem with the exit room is that the sharp angles look "off", and that the room feels cramped because of it.

These angles:

http://i.imgur.com/Ctch3ho.png

It's especially strange that you've chosen this "cramped" configuration because there are no surrounding sectors that would block an expansion of the room.

I've taken the liberty to do some quick sector surgery and changed it to this:

http://i.imgur.com/hKLW4KO.png

This looks much better in game IMO

Before:
http://i.imgur.com/UO0tHNh.png

After:
http://i.imgur.com/SKZWxjz.png

If you want to use some of these changes, feel free. I uploaded the modified E1M2 to my dropbox: https://www.dropbox.com/s/4d9uwppdoli64i3/phobe1m2.wad?dl=0


Changing the center stairwell to the BROWN1 texture and raising the first sector up looks terrible, IMO. It stands out too much and doesn't blend in particularly well. However I have made both sides of the stairwell symmetrical and have shifted the exit room to be on an angle and centered with the staircase. The angled windows look better in my opinion, although the circled corner on the right looked off from a top down perspective and has been made symmetrical with the other side.

I would upload an image here but I've forgotten how to do that.

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For what it's worth, I remember thinking that angled exit room felt a little weird, and the newer, more spacious version looks better to me. The rest of the episode's architecture is great, though!

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Dave_Billing said:

Changing the center stairwell to the BROWN1 texture and raising the first sector up looks terrible, IMO.


STARX textured rooms don't look right at 128 height IMO, amd it's almost never done that way in E1. It's usually used in 200, 144 and 72 units high rooms, or multiples thereof. 128 high rooms are rare in general in E1.

STARGR1 specifically is also rarely used in E1. It's too clean and shiny to use in abundance, that's why Romero generally used the murkier STARGx or STARTANx variants. Anyway I thought in this case a more "earthy" feeling texture would create a pleasing contrast that makes the stairway stand out from the rest of the room.

Also, the walls of the stair case are 45 units thick, which means that it's impossible to align a STARX texture to the ends of it. The way it was just looked ridiculous. So I thought it'd be better to use a texture that is less sensitive to x-axis alignment.

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