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"New year, new URE" - URE:E2 - E2M2 up!


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Over the hill and through the woods..

 

..I mean.. towards the archway and up the stairs!

 

e2m4t5.png

That's still rather dark, man.

 

We're almost at the exit.

 

There still needs to be a switch that lowers the actual blocking sector towards the exit (once you're up at "street level").. but I'll figure that out, too.

 

Also, there isn't anything behind that little door there, off to the left side of the screenshot.

 

But it's coming along!

 

Also.. the whole "rooftop area" I talked about.. uhm.. only a few times.. is still not done. So there's a few more hours in that, too.

 

But. It's. Coming. Along.

 

Goodnight!

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Here, have a container!

 

I think this is the first time I am modeling an open crate. Clearly, it's not done yet xD

 

e2m4t6.png

The "road" behind it will be longer (and eventually obstructed)

 

There's nothing of substance to go to, aside from this container.. which is already what you come here for.

 

It doesn't even look like a road yet, more like a storage room or something. 

 

 

Chances are, the room will be higher (maybe high enough for a second layer of boxes above.. or some kind of transport vehicle below).

 

Or maybe there will just be a conveyor here. Everybody loves those!

 

I have a few ideas but I wanted to share this before I hop off. I'm about to leave for the day.

 

Take care, people (and demons)!

 

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Excitement?

 

Yesterday while I wasn't mapping ("when I'm not mapping, im thinking about mapping"), I came up with the perfect (well.. "perfect") way to tie together the secret area with the open crate AND the way I want to lay out the path to get to the switch that opens the passage to the exit!

 

Ever since then I've been really looking forward to mapping it all out.. which will be happening in a little bit!

 

Whee! xD

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Today on "What's wrong with ZK"*

 

"Mapping out a whole run-off area that the player will never see."

 

e2m4u1.png

Basically, everything up to the door will later be inaccessible.

 

It kind of helps me making the area make more sense to me and fit into the environment better. I hate having things in my maps that wouldn't physically fit there, in reality.. or wouldn't work, mechanically.. stuff like that.

 

Also, this is 100% light level.. it will also be much, much darker, in game ^^;

 

___

* Alternative title: "Why is URE2 taking so long?"

Edited by Zylinderkatze

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Oh no! what happened D:

 

One word: "Environmental Storytelling"

 

e2m4u2.png

Poor friend.

 

I'm off to bed (at least that's the plan xD) but this was a productive session!

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In light of recent events..

 

I'm back :D

 

Only a moment though, to post a "what you see" and "what you don't see":

 

e2m4u3a.png

Automap: What I want you to see.

 

e2m4u3b.png

Automap: What I put in mostly for myself.

 

Okay. Sleep now.

 

Bye!

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I think I'll map a little less today.

(he said)

 

No actually, I am not really feeling as inspired as I did yesterday. Still loads better than a while back but I don't really feel like I need to make haste.

 

So instead of haste, I made this:

 

e2m4u4.png

It's the passage towards the room with the switch.

 

"What switch?"

 

I'm glad you asked, imaginary listener!

 

It's the switch that lowers the blocking sector so you can finally leave E2M4!

 

"Huh?"

 

Err.. this switch. and that sector:

 

e2m4u5.png

Ahh, GRAYDANG; How I missed thee.

 

But that's not what I wanted to talk about!

 

Sheesh. Stop distracting me.

 

So.. in that passage in the first image of this post you're reading right now, I felt like there should be some sort of low ceiling warning*.

 

As you may see, I added 2 small sectors to serve as overhead warning.. things. But obviously they aren't low enough.

 

This is where I would quite like some custom textures. But I musn't!

 

Maybe I'll get something done with Doom textures.

 

If I do, you'll hear it here first!

 

But for now, I'm off :)

 

___

* By the way.. that's where the implied conveyor from the image from my second-to-last last post crosses paths overhead with the way to the switch.

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31 minutes ago, Zylinderkatze said:

Maybe I'll get something done with Doom textures.

This could be my catchphrase.

 

Here's something using Vanilla-safe MIDGRATE and STEP3:

 

e2m4u4b.png

It's hard to notice because of the light :D

 

Perfect demonstration image. Can't see anything.

 

Okay now I'm really off, though!

Edited by Zylinderkatze

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There was a thread some indeterminate time back where people figured out that you could use one of the vanilla "UAC" textures and cut up the letter shapes to more or less make any letter in the English alphabet.  Perhaps that could be of some use if you ever wanted to make a custom sign.  I have no idea where that thread is now, though, sorry!

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2 hours ago, jerrysheppy said:

UAC

 

Yes! I remember seeing that, actually. No idea how I ran into it. I think there's even a WAD with all the letters "mapped out". 

 

I thought about that in E2M4, actually.. using those letters, I mean. In the area with the bench(es), for that matter.

But of course from scratch, so I would know who to blame if it looks bad: me!

 

Didn't get around to it though because I didn't know what I would've wanted to put there :D

 

In the area of the picture from this post, actually- the one where I first showed a screenshot of the couch:

On the wall off to the left, the section with the visual "bumps" (the top part of BROWN1)? That part was cropped out in one brief version and I had tried different textures to put there and one of them was the UAC door ^^

 

Interesting timing that you'd mention that now! *suspicious look*

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Yesterday..

 

Yesterday (after I said I was going to go, naturally) I was thinking "this wall in this area is a bit plain.. I should put a (fake) 2-storey structure in there!"

 

And now I'm thinking "this looks like a face" D:

 

e2m4u6.png

Also, what's that hissing sound?

 

I might leave it in, I might remove it.. I'm not sure if it really makes sense there.

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1 minute ago, jerrysheppy said:

From the right angle, the lights in the ceiling behind the windows make the face look like it's rolling its eyes.

 

I was thinking the same xD

 

I mean.. ◔_◔

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1 minute ago, jerrysheppy said:


More like "What's M07?"

-guy coming from the other direction

 

And what happened to the other 6? :o

 

..also, there's another upside-down "M07" in the other direction as well, so everyone can be equally confused!

 

 

 

Moving on.

 

Speaking of which, I am off to bed!

 

I did much more than what I documented here.. but that's a secret.

 

Tomorrow, I might finally make one of my fabled "how much of the map is actually done - and what's left?" thingies.

 

They help me to reflect on what I've done.. and what still needs to be done.

 

That sounded way too ominous.

 

Anyways.. goodnight!

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13 hours ago, Zylinderkatze said:

Now it's wearing glasses!

 

I am kind of considering to- in a "reverse reverse psychology" move- keep it the way it is. 

 

Because trying to intentionally make it look less like a face.. would go against the fact that there's tons of buildings that do look like faces.

 

Leaving it like this makes it more real.

 

Yeah I'll go with that xD

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For some reason seeing all those vanilla doors in a single view immediately put me in mind of this classic room from Ultimate Doom e2m4:image.png.b3cb019c6b0fd3e4ecea8bdd261001b6.png



(Editor view since I already had UDB open and it was much more convenient than actually firing up Doom, lol)

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Speaking of doors..

 

WALLS!

 

I was making a "secret" waist-high wall to open ahead of time and take care of some pinkies (before they take care of you, later on) and ran into this "looks kinda neat" two-tone wall (on the right).

 

e2m4v2.png

Now where's strawberry?

 

 

(the lower part is the middle of BROWNPIP)

 

I'll just leave it like this! Even if the top kind of just blends into the ceiling.. I actually kind of like that, here.

 

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When you're so tired that you can't even make it to bed..

 

We've all been there*

 

e2m4v3.png

Poor fella.

 

___

* maybe not this one bed in particular, though. It's too small and it's just a test, really. I don't really want a bed here, it's more supposed to be like a brief resting place for whoever is on the graveyard shift while there's nothing to do.

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64 units is probably pretty close to the length of a no-frills bed in the Doom universe, given that Doomguy—whom we may suppose is not much different from the average adult male height of slightly under 6 feet—is mechanically 56 units tall.

Some of the sector furniture people make would actually be enormous.  128 is probably a pretty standard length for somebody naively trying to throw down a Doomcute bed, but that would give you a bed well over 12 feet in length.  Even 96 units gives you something that an NBA player could stretch out comfortably in.

Edited by jerrysheppy

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8 hours ago, jerrysheppy said:

a bed well over 12 feet in length

 

Just the way I like it!

 

Yes you are right, of course- people (myself included) tend to make things a little too big, at least where items of everyday use are concerned. 

 

Then again, when you look at certain pickup items (like maybe this armor? or possibly a radiation suit)..

 

e2m4v4.png

(not pictured, the mentioned radiation suit)

 

..it might feel like a bed should be longer than the width of two of those COMPSPAN panels in the background.

 

I think I am pretty good with dimensions of things (places, not so much ^^) but perhaps I'm showing my european background, where stuff is often a little smaller. 

 

I mean.. like.. apartments, cars.. not.. like.. people.

 

 

Semi-related:

 

This armor is really only for scale. There will not be a blue armor in this small room. That would be too easy.

 

 

Speaking of "too easy"!

 

This is where you get the chance to open up the passage that leads to the "taking care of pinkies" area I meantioned before. However, the way to get to it is maybe a little too "involved" (read: complicated) for the payout.

 

I didn't make it a secret.. but still. It's a little "low reward", I think.

 

Maybe I'll think of something (else) to offer the player as a reward.

 

Right now it's just a window that lets you see that there's a backpack you'll get to later ^^;

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Overflowing.

 

Sadly, not with joy.

 

I tried out that passage and when you stand in this one particular spot, you get a little bit of a Dawsegs heat..

e2m4v5a.png

Down that passage, the bright green highlight.

 

Strangely enough, UDB doesn't tell me there's a risk of heat (even when looking at that section with all doors open / everything in sight).

 

This is basically where I am standing (green arrow) and the visible area (purple outline):

 

e2m4v5b.png

Maybe it's all the markings on the "asphalt"..

 

I'll try to see if I can reduce some details in that line of sight ^^;

Edited by Zylinderkatze

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You can tell I'm pleased with my progress when I post a lot of pictures

 

*goes on to share not a single pictures anymore*

 

No but setiously.. here's the approach to the "oh look there's a backpack" teaser in the area I mentioned previously:

 

e2m4v6.png

I'm getting better all the time, with light levels, framing, elevation..

 

Thatz's not to say that it's great.. but it's good!

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Somebody stop me!

 

No, seriously.

 

I think I am taking the "designing trailing-off background areas you'll never get to" a bit too far.

 

e2m4v7.png

So far, this isn't even connected to the rest of the map yet >_>

 

It helps me to make sense of where one of the roads goes, though ^^

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