#14250 posted by
PRITCHARD on 2016/12/04 08:50:04
They're definitely my favourite textures to use for this sort of theme. They're pretty versatile, and they're a lot better for building darker, grimier areas than normal base textures are.

Pritchard...
I love that set. There's a really nice set just released that could be adapted into the set with a bit of tweaking -
http://forum.zdoom.org/viewtopic.php?f=37&t=54248

Hah
#14253 posted by
dwere on 2016/12/04 17:27:32
I've been working on a very similar set for Doom 64, but, sadly, I've abandoned it.
That tekwall is pretty sick, but I wish it would tile.

Need More Techwall Textures*
#14254 posted by
Newhouse on 2016/12/04 18:42:08
I have been over-using one from the jf2.wad

More WIP
#14255 posted by
mjb on 2016/12/04 23:14:34
In honor of AD 1.5, here is another progress shot from my upcoming map. I am going to incorporate some of the new toys from the patch so that will be fun.
http://www.quaketastic.com/files/screen_shots/mjb_cages.jpg
#14256 posted by
muk on 2016/12/05 01:04:39
Looking good Bloughs. Looking like a sizeable map you got going on there. Dig the caged lighting. You gonna add some broken ones on the ground? i see some ropes with no cages/lights at the end?
I still need to finish the books for my map. bleh.
Gonna focus on getting the gameplay done first so i can get a beta out to you guys. Itll be ~15 minutes of playtime.

@Bloughsburgh
#14257 posted by NewHouse on 2016/12/05 05:28:38
Eager to see the final release~

Cages
#14259 posted by
mjb on 2016/12/05 13:07:16
I didn't think about adding broken cages on the ground...that's a good idea! Yep some cages do not have flames or have other forms of lighting instead to produce some sort of asymmetry. The map is sizeable but it isn't of gargantuan size...today I hope to start adding game play to see just how long it takes to beat so far.
Looking forward to your beta Muk!
Thanks NewHouse and Shambler!
#14260 posted by
muk on 2016/12/10 03:18:46
http://i.imgur.com/zhOxLhn.png
Increasing the size of some rooms and repositioned the gold key after some feedback from skacky.
Ill make some more changes and get a beta in here in the next day or two.

Lookg Good
#14261 posted by
mjb on 2016/12/10 03:21:12
Feeling some warmth from that lighting...mmm.
Looking forward to the release!
Looks good man, looking forward to playing :)
#14263 posted by
Mugwump on 2016/12/10 05:06:39
I can see some particles in there. You're making this map for AD?
#14264 posted by
muk on 2016/12/10 05:47:57
Yeah its for AD. Some custom breakables in there too. Ill likely use a custom key for a secret as well. Not too many AD monsters aside from crossbow and hogres.

Yay, Breakables!
#14265 posted by
Mugwump on 2016/12/10 06:08:26
Looking forward to the beta.

Nice Lighting.
#14266 posted by
Shambler on 2016/12/10 11:18:41
But would like rooms to be more complex designs.
#14267 posted by
muk on 2016/12/12 03:23:06
https://twitter.com/muk0r/status/807963099974238208?lang=en
Update to Gold Key Room...
I was told I needed "more verticality"...

Verticality
#14268 posted by
killpixel on 2016/12/12 04:19:10
has almost become a trite buzzword. I'm not saying the suggestion is invalid, it just seems to be the go-to critique in any given level design forum.
cool looking map, btw.
#14269 posted by
metlslime on 2016/12/12 09:35:46
Needs more horizontality.
#14270 posted by
PRITCHARD on 2016/12/12 14:39:43
The trick is to pitch the level 45 degrees so that you cover the most of each axis. That way you have plenty of verticality and horizontality.

Reminds Me Of An Idea I Once Had
#14274 posted by
killpixel on 2016/12/12 19:04:33
which is 1) probably terrible and 2) probably already been implemented at some point and proven to be terrible.
the idea: an fps with normal player movement with the addition of being able to rotate the entire level. can't get to a switch beyond your reach? rotate! trying to get to a hole in the ceiling? rotate! is that wall just a skoshe too high? rotate!
Sounds like a migraine inducing pukefest. I hate myself for even thinking of this.