Anyway, here is my new map... I'm quite impressed
More 3D floor madness...
Moderator: Graf Zahl
-
Lexus Alyus
- Posts: 95
- Joined: Mon Aug 29, 2005 16:17
- Location: Nottingham, UK
More 3D floor madness...
After making my first 3D floor map I decided to do another
. Now I have two unfinished maps
.
Anyway, here is my new map... I'm quite impressed
. The only problem is on the first floor of the structure (bot the ground floor). Bascally, go into the structure, walk up the spiral staircase (heh, that's cool
) and look to the right... where the hell is that light coming from? On the other side on the roof of the building is a similar patch of dark... WTF is that all about?
.

Anyway, here is my new map... I'm quite impressed
You do not have the required permissions to view the files attached to this post.
-
chaoscentral
- Posts: 113
- Joined: Tue Aug 30, 2005 14:08
- Location: E1M1
-
Graf Zahl
- GZDoom Developer

- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
-
Lexus Alyus
- Posts: 95
- Joined: Mon Aug 29, 2005 16:17
- Location: Nottingham, UK
Ah, okay
. I'll keep them in the level in the hope that it will be fixed later
.
What do you think to my crazy architecture?
Heres a brain teaser for you: I want to have a massinine on the first floor looking down to the ground floor, so, how would I go about doing that without destroying the roof of the building?
All of this thinking in 3D and working in 2D can be taxing on the old gray matter
. The biggest problem is that I'm thinking in full 3D and I want to do some intense full 3D detail... but due to limitations I can't really do it unless I create a gazillion control sectors
. I'm treating these control sectors as brushes... so my mind is going into over drive
. Its fun though
.
TBH, all of this 3D architecture is great... but I have no idea how to make it into a playable level
. I'll think of something
.

What do you think to my crazy architecture?
Heres a brain teaser for you: I want to have a massinine on the first floor looking down to the ground floor, so, how would I go about doing that without destroying the roof of the building?
All of this thinking in 3D and working in 2D can be taxing on the old gray matter
TBH, all of this 3D architecture is great... but I have no idea how to make it into a playable level
-
wildweasel
- DRD Team Admin (Inactive)
- Posts: 2132
- Joined: Wed Jun 29, 2005 22:00
- Location: the Admincave!
-
Lexus Alyus
- Posts: 95
- Joined: Mon Aug 29, 2005 16:17
- Location: Nottingham, UK
Heh, yeah, the possibilities have increased
.
I've uploaded a slightly more up to date version. The only change is the sky box. Keep in mind that no outside textures were used. As you will see, its inspired by Unreal
. Only problem is that Im starting to get some lag... it only has 5 point lights... surely I shouldn't be getting much lag?
This looks like it will be my next project
. I think I'll start populating it with monsters and give the level more of a SP purpose.

I've uploaded a slightly more up to date version. The only change is the sky box. Keep in mind that no outside textures were used. As you will see, its inspired by Unreal
This looks like it will be my next project
You do not have the required permissions to view the files attached to this post.
-
BetaSword
- Posts: 132
- Joined: Thu Sep 01, 2005 0:01
You know, you can have more than one line on the control sectors tagged for a 3D floor, right? So, say, if you have multiple sectors that have different tags, but each'll have a floor at the same height, you can just make the control sector have as many sides as sectors tagged, and just have each side be for a different sector tag. If that made sense at all...
Edit: Ooof... That's not good... You say you're already starting to get lag... Lowest FPS I got was 170... Problem with that is... The big crazy city tengs to bring mine down to aroun 90 at parts... Uh oh... Methinks I may have made it a wee bit too big... Eh, we'll see what happens... Hopefully people will still be able to play it
Edit: Ooof... That's not good... You say you're already starting to get lag... Lowest FPS I got was 170... Problem with that is... The big crazy city tengs to bring mine down to aroun 90 at parts... Uh oh... Methinks I may have made it a wee bit too big... Eh, we'll see what happens... Hopefully people will still be able to play it
-
BlackFish
- Posts: 108
- Joined: Thu Sep 01, 2005 18:33
-
Graf Zahl
- GZDoom Developer

- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
-
Lexus Alyus
- Posts: 95
- Joined: Mon Aug 29, 2005 16:17
- Location: Nottingham, UK
Blackfish: Ja!
. It looks sexy doesn't it? 
Graf: I don't mind... its a small thing
. I can avoid allowing the player to walk on them for the time being.
Betasword: Say what?
Do a demo wad... that should make sense
.
Ah, I understand you now... thanks for that
. I was making lots of different sectors for that purpose... as you probably saw
.
...And then the hour of revelation hits me
. Yeah, I know how to get that messanine now
.

Graf: I don't mind... its a small thing
Betasword: Say what?
Ah, I understand you now... thanks for that
...And then the hour of revelation hits me
-
Soultaker
- Posts: 219
- Joined: Fri Sep 02, 2005 8:26
- Location: Capping some zombies Gangsta Style.
-
Lexus Alyus
- Posts: 95
- Joined: Mon Aug 29, 2005 16:17
- Location: Nottingham, UK
-
solarsnowfall
- Persecution Complex
- Posts: 363
- Joined: Fri Aug 05, 2005 8:51
Fun with lighting and liquids that only GZDoom can pull off.
http://solarsnow.drdteam.org/newtest.rar
http://solarsnow.drdteam.org/newtest.rar