
Cont...
#11418 posted by
quakis on 2014/07/26 23:10:00
In fact, a hexagonal themed texture set could help compliment the visuals, i.e. perhaps some dark, neutral coloured hex-floor tiles to dial down on using solid black.
#11419 posted by
skacky on 2014/07/26 23:24:46
There's a Sunder map that's made with lots of hexagons as well.
#11420 posted by
- on 2014/07/27 01:47:04
Aard's 10 sector map was made of randomly generated hexagon sectors:
http://strlen.com/maps/doom/

Thanks For The Comments, Guys.
#11421 posted by
Breezeep_ on 2014/07/27 03:12:59

If You Like Quake And Thief
#11422 posted by
Lunaran on 2014/07/27 19:26:25
#11424 posted by
Lunaran on 2014/07/28 20:08:51
I wasn't, I think it would be neat to see more people making ITS maps.

A Map I Was Making Back In 2006 That Never Gonna Be Finished
#11425 posted by
PuLSaR on 2014/08/03 21:12:55
#11426 posted by
Trinca on 2014/08/03 22:23:32
Sure it will :)
Give it a push!
#11427 posted by
Drew on 2014/08/04 00:59:01
Push it into MFX's email pls

Pulsar
#11428 posted by
nitin on 2014/08/05 03:39:12
that looks good, why will it not be finished?

Agree
#11429 posted by
Drew on 2014/08/05 03:55:38
was looking on phone before.
On laptop, those look really nice - very solid theme going on, it looks like. If you don't want to finish, you should seriously consider posting the scraps!

I'm Making Another Map For Plutinya
#11430 posted by
Breezeep_ on 2014/08/05 04:21:29

Yeah Man
#11432 posted by
Drew on 2014/08/05 04:31:41
looks classy and interesting.
I love how flexible Doom is in that regard.
#11433 posted by
JneeraZ on 2014/08/05 15:27:48
That's cool. One of the rare shots that makes a Doom level look like an actual place rather than an abstraction.

Nitin
#11434 posted by
PuLSaR on 2014/08/05 20:35:47
I was making this map for a while a long time ago (textures are mix of speedbase, quake2 and some other wads), then moved to another city without pc, then finished arcanum map, then was busy with real life, then found these screenshots in my id1 folder in 2014. I lost the idea of it. Tho need to check if the map file is somethere at my current pc.

Yo
#11435 posted by
tron on 2014/08/08 17:15:55
A rare day with no work and university work I can procrastinate has led to me opening up an editor for the first time in a decent while.
http://www.mapsbytron.com/images/random-temp-stuff/lobby.jpg
Obviously incomplete, just working out a style.

Nope
#11437 posted by Tron on 2014/08/09 09:18:44
Doom 3.

Tron
#11438 posted by
necros on 2014/08/09 17:44:29
I like it, the ceilings with the inset bits are cool, but the overall shape of that area is quite square. I think it would benefit from either changing the floor height in some parts just up and down a bit or making that left wall bow outwards a bit and to get some angles in there.
Nice vegetation models, btw, are they yours?
#11439 posted by
Lunaran on 2014/08/09 19:32:03
the overall shape of that area is quite square.
doom3's rectilinear light volumes perversely encourage you, for performance reasons, to build areas of the same shape.
that's about as good as rooms in doom3 get!
#11440 posted by
necros on 2014/08/09 22:05:36
Yeah... I dabbled in D3 for a bit and really disliked that about the lighting. :(
Still, I doubt many people would have trouble running a map with 3 or even 4+ lights on the majority of the surfaces if they are small like the above screenshot these days.
#11441 posted by Tron on 2014/08/10 02:39:05
This is just really a little passageway between areas, if it gets expanded out more then there will be more interesting shapes for sure.
Vegetation models are downloaded from some stock models site, can't remember the name right now. I've been playing with different material techniques to try and get some plants in Doom 3 that don't look like total arse. Having nice assets to start off with certainly helps.
With regards to light counts, Doom 3 is ten years old. I just operate under the mindset that so long as it runs on my five year old machine I don't care about things like light counts.
#11442 posted by
necros on 2014/08/10 03:38:01
I just operate under the mindset that so long as it runs on my five year old machine I don't care about things like light counts.
I think that's a safe assumption to make. I'd like to see some doom3 maps that are in the same vein as modern q1sp where you just make whatever as long as it runs good on a modern machine.