Ijed, Distrans
# makes no sense to change the tex as these are brick tile things
# no coloured lighting in this as the original game had none (next stand-alone map I think I may do something like Stark Monstrosity with coloured lights and stuff)
# no, but thats a good idea
# already got my ambient drip there
# The detail in there is already much higher than the original game, I am almost tempted to *remove* some detail!!
distrans,
Kinn kind of got why I changed the texture, a couple of my maps have the brown texture go grimier and greener the more you go down and get to watery bits. It still feels very id-like and quakey while bringing some freshness to the texture use.
Overall I'm actually looking forward to making some Sandy Petersen style maps most, they were weak on detail but had some toughness which I tend to prefer in maps.
#10628 posted by
Trinca on 2014/02/25 23:06:45
very classic Fifth, keep the good work!
#10629 posted by
Spirit on 2014/02/27 11:42:54
Sock !
#10632 posted by
Barnak on 2014/02/27 18:56:49
Amazing pictures !
What is DP engine ? Wil I be able to run your new thingy on OS X ?
Barnak
#10633 posted by
mfx on 2014/02/27 19:13:47
DarkPlaces it is called, and yes there�s a port for OSX too.
@Sock, no more screens, we want releases!!
(Looking too good;))
And What About QuakeSpasm ?
#10634 posted by
Barnak on 2014/02/27 19:18:53
I'm playing with Quakespasm. Sock, will your little warrior thingy be playable on it too ? Hmm ? Don't drop QS !
#10635 posted by
mfx on 2014/02/27 19:49:12
I�d suppose yes, but without the Eyecandy:(
Engines
#10636 posted by
sock on 2014/02/27 21:21:37
@Barnak, In The Shadows will still work fine with any Fitz type engine (Fitz, MarkV, QS) and now it fully supports DP features as well. Obviously Fitz engines don't have much eye candy but the core gameplay/assets are still present.
@mfx, it will be coming out soonTM ! :)
Sup.
#10638 posted by
Breezeep_ on 2014/03/01 23:23:06
Anyone mind testing out my doom map?
Just add me on steam and i'll PM you the link.
http://steamcommunity.com/id/Breezeep/
Playing With Textures.
Yup
Much better. The rocks at the top break it up nicely.
#10641 posted by
Spirit on 2014/03/02 14:13:14
The walls are much better in the first one. In the second one the repeated green vegetation pattern becomes very obvious
To Each His Own
The repeated brick pattern bugs me much more than the repeated vegetation pattern.
5th
#10644 posted by
sock on 2014/03/02 14:32:30
It needs less chunky and more detail, its the year 2014! :P
On a serious note, the lighting looks very flat and even across the room. Try to break the symmetrical torch arrangement by the doorway under the stairs. The banding of the textures looks too neat and tidy for the vertical space, the upper dirty bricks should extend downwards more and be uneven in vertical size.
Sock
#10645 posted by
Breezeep_ on 2014/03/02 14:36:40
the episode was ment to look like id's original level design.
@RingofQuaddamage
#10646 posted by
sock on 2014/03/02 14:54:04
Feedback is feedback, 5th can easily just ignore what I suggested if he wants. I think it is better to comment than saying nothing.
Id's original level design already exists, there is nothing wrong with adding your own flavour to things, otherwise its just a perfect copy.
Feedback Is Fine.
The idea is "like id did", but I think there are areas which are similar enough to the game that I may get a bit of negative feedback about (and already).
I've tried to make the lighting as varied as possible to mask the large flat walls. But it probably needs a few more tweaks.
5th
#10649 posted by
[Kona] on 2014/03/03 08:54:07
Why not have the swamp bricks just along the waterline, like they've been affected by the water but the ones further up are dry. Could put some decals on the plainer parts of the wall too. Or even cage the torches off to create some cool lighting effects. The roof could have some lighting effects as well.