Aliotroph?
February 23rd, 2003, 09:35 PM
I have some issues with map design for the NDCP. I've got two slots and my first map is about 70% there architecturally. Adding detail to parts won't be hard but I can't figure out how I should finish it. I need a space to put one more key and I need to fill out some areas but I'm just plain stuck. This sucks cause it's definetly the best looking thing I've ever made for DooM.
As for my second map, I have some ideas but I can't figure out what I want for a layout. I basically want to do a sort of nukage facility with maybe some Hell areas outside. Part of the problem is, I want to use those textures with the pipes (like in the nukage maze in e1m6) and the textures/flats that go well with them. This wouldn't be bad, except it's tricky to work a theme out with them. No wonder they never get used extensively.
Here's some of those textures in case anyone has any custom stuff that would go well with them:
PIPE1-6
BROWN1
BROWNPIP
FLOOR4_1
FLOOR4_5
FLOOR4_6
CEIL3_3
CEIL3_4
TLITE6_6
FLOOR0_2
BLOODGR1-4
BLODRIP1-4
Those are the specific ones. Of course, most things silver, brown, or technical looking seem to fit well with those brown things. And all the lights too. STARxxx works will with them, but only in dim lighting.
Hmmm, my rant is becoming incoherent in my own head right now... time for some graph paper. http://forums.newdoom.com/UBB/wink.gif
Maybe part of my problem, is I keep trying to build things in terms of the real world, even though I know DooM works better if you don't do that. Time for more Romero map studying too.
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"Once in a while a programmer really writes something he's proud of, a slick, elegant, blazingly fast routine that stands as a benchmark against which other code will be judged by. However, this is not the case with TED's fill routine. This slow, stupid algorithm will casually fill one plane of data in a painfully creeping manner. Press ESC when it gets confused." - John Romero on TED (Tile EDitor)
Aliotroph?.postCount++;
As for my second map, I have some ideas but I can't figure out what I want for a layout. I basically want to do a sort of nukage facility with maybe some Hell areas outside. Part of the problem is, I want to use those textures with the pipes (like in the nukage maze in e1m6) and the textures/flats that go well with them. This wouldn't be bad, except it's tricky to work a theme out with them. No wonder they never get used extensively.
Here's some of those textures in case anyone has any custom stuff that would go well with them:
PIPE1-6
BROWN1
BROWNPIP
FLOOR4_1
FLOOR4_5
FLOOR4_6
CEIL3_3
CEIL3_4
TLITE6_6
FLOOR0_2
BLOODGR1-4
BLODRIP1-4
Those are the specific ones. Of course, most things silver, brown, or technical looking seem to fit well with those brown things. And all the lights too. STARxxx works will with them, but only in dim lighting.
Hmmm, my rant is becoming incoherent in my own head right now... time for some graph paper. http://forums.newdoom.com/UBB/wink.gif
Maybe part of my problem, is I keep trying to build things in terms of the real world, even though I know DooM works better if you don't do that. Time for more Romero map studying too.
------------------
"Once in a while a programmer really writes something he's proud of, a slick, elegant, blazingly fast routine that stands as a benchmark against which other code will be judged by. However, this is not the case with TED's fill routine. This slow, stupid algorithm will casually fill one plane of data in a painfully creeping manner. Press ESC when it gets confused." - John Romero on TED (Tile EDitor)
Aliotroph?.postCount++;