Mapping For Episode Going Slow
but I have done a bit of work today...
https://www.dropbox.com/s/999bms3rd67bo07/map2.jpg
https://www.dropbox.com/s/2fyhqwu2e0ky089/map2-1.jpg
https://www.dropbox.com/s/udu13dx47hg9yi4/map2-2.jpg
Had to rework areas a few times, creating map 1 of the episode was easier but that's probably because I now have more experience with making something good with the base texture set.
That Looks Great!
#10339 posted by
Drew on 2014/01/08 20:50:06
Something weird going on with textures in shot 2 though?
Anyways, looking forward to this!
Nice
#10340 posted by
Spiney on 2014/01/08 21:09:46
Maybe consider swapping the white brick for metal in shot 2?
Nice Indeed
#10341 posted by
JPL on 2014/01/09 10:32:47
Shots have a very former Id-ish style: that is great !
That's quite skinny when compared to
this sugar pumpkin
Looking Promising! Keep It Up Sock!
#10346 posted by
Breezeep_ on 2014/01/10 23:21:23
#10347 posted by
- on 2014/01/11 00:48:32
Maybe I'd feel differently seeing it in game, but I think the chainsaw's base is too wide. It comes off as a 'fat sword' rather than a chainsaw.
Yes Man,.
#10349 posted by
Shambler on 2014/01/11 10:38:18
Very nice. "Grumpy Acid" should be the map name too!
Wow Mfx...
#10350 posted by
Breezeep_ on 2014/01/11 14:22:31
I never though people could make custom maps for rubicon 2. well done!
RoQ
#10351 posted by anonymous user on 2014/01/11 14:47:18
You can find the stuff you need right
here.
Scroll down to instant satisfaction.
I Have Rubicon 2 Already.
#10352 posted by
Breezeep_ on 2014/01/11 14:48:41
RoQ
#10353 posted by anonymous user on 2014/01/11 14:56:03
Scroll down, there�s also the defs and wads for the mappers and modders...
Yes, I Know, Who Ever You Are.
#10354 posted by
Breezeep_ on 2014/01/11 15:03:35
Oh. Hello Mfx.
#10356 posted by
Breezeep_ on 2014/01/11 16:24:10
Didn't know you were typing that.
Little Castle Interior Early WIP
#10357 posted by
Breezeep_ on 2014/01/11 16:28:43
Irregular Room Shapes
#10358 posted by
Spiney on 2014/01/11 17:47:11
Mappers tend to stick perpendicular to the grid on the x/y axis. It's easy... Quake textures tend to be nice and modular when working like that (also, faster vis). Base maps tend to use more angles usually, for some reason. Would be cool to see more maps where the rooms aren't boxes though, helps make things seem otherworldly, since boxes are like the constant in architecture.
Also, rotating entire rooms or buildings so the horizon is titled, can give player a feeling of disorientation/unbalances.
Takes bit more work in bsp engine since need to keep things on grid.
Just a basic assumption that isn't questioned often enough I think.
Doom does it more, because it's more 2D and have less options for variation besides just making the sectors irregular shaped.
#10359 posted by
Rick on 2014/01/11 18:22:18
I rotated a tower around the z axis and it took most of a day to get it looking right and aligned to the grid. You can kind of see it, lower center, in this screen shot.
http://quaketastic.com/files/screen_shots/wish13_a.jpg
Pain in the ass it was, especially the arched doorway you can't see :) But at least you can align textures fairly well.
The problem with going too far off straight vertical is that the texture alignment gets pretty ugly looking and not really fixable as a surface approaches 45 degrees tilt off vertical and is angled in the xy plane at the same time.
I Love That Aesthetic
#10360 posted by
Drew on 2014/01/11 20:10:42
Really lookin forward to this Rick!
Rick, That Looks Really Good!
#10361 posted by
Breezeep_ on 2014/01/11 20:33:31
what texture wads are you using?