Page 3 of 20

Posted: Sun Nov 20, 2005 2:49
by justin023
You are right, those crates are plain. I should make all of the crates in any given area a new same kind of crate. The area in that photo needs new ones bad. I have already modified those red q2 crates to a black and white crate w/ more contrast and it looks way better than the doom ones. There are also some similar looking q1 crates I could do the same to. There is so much detail in map01 that to compensate for those new areas, I deleted a bunch of stuff.

Posted: Sun Nov 20, 2005 17:51
by Phobus
As you are using 3D floors, do you think it might be possible just to indent the centre parts of the doom crates to make them a bit more interesting?

Posted: Mon Nov 21, 2005 0:19
by justin023
Only if the angles of the edges of the crate are parallel to 0 or 90. There are a few places I could try this.

Posted: Mon Nov 21, 2005 2:28
by wildweasel
If you're using Doombuilder, you can just construct the crate normally (i.e. parallel to 0/90 degrees), then select all the sectors of the crate and press R to rotate the sectors. If it stitches the vertices afterwards, then Undo ought to work I think.

Posted: Tue Nov 22, 2005 8:39
by justin023
Actually I just realized how I could do it even if the sides of the crate aren't parallel to 0 or 90. But the thing is that the slope might not be exactly the way I want it. If the sides are 0 or 90, the slope is guaranteed to be right. I don't really use doom builder much for map editing. I think deep is by far the best map editor around.

Posted: Tue Nov 22, 2005 22:06
by dr-clim

Posted: Tue Nov 22, 2005 22:27
by Paul
The latter is a work-in-progress.

Posted: Tue Nov 22, 2005 22:54
by Enjay
dr-clim wrote:where is this trust wad? [ http://www.zen64060.zen.co.uk/tqtrust2.jpg ]
The original is here

http://www.doomworld.com/idgames/index.php?id=11101

Comparison shot
Image

The original is quite old and has some minor problems with newer Zdooms (I think things like steam vents spawn on the floor instead of the ceiling, or something like that) but AFAIK, it's still playable.

The one from the pic originally posted is just me messing with the original and only exists on my HD.

Posted: Wed Nov 23, 2005 12:43
by Lexus Alyus
Your modified version does look quite sweet. I always liked the Quake 2 sky boxes... its possible for one to do a complete quake 2 mod now... all we need is model support :D.

Posted: Sat Nov 26, 2005 2:42
by dr-clim
How did you blur the sky?

Posted: Sun Nov 27, 2005 8:47
by wildweasel
BetaSword's mirror recursion screenshot is awesome. Makes me want to do something like the mirror room in Sonic Adventure's Pleasure Castle stage (and have one of the mirror walls explode to reveal something big).

Posted: Sun Nov 27, 2005 9:58
by Graf Zahl
Warning: That can easily create frame rate breakdown.

Posted: Fri Jan 06, 2006 21:40
by TheDarkArchon
Nash: I detect a Doom 3 influence in your latest screen. :)

Posted: Fri Jan 06, 2006 21:48
by Nash
TDA: I was going for a Silent Hill feel actually... (updating my thread with 2nd screenshot)

Posted: Fri Jan 06, 2006 22:26
by Graf Zahl
Great screenshots, Nash! Finally someone who knows how to use dynamic lights properly!