Cacofish Posted July 8, 2021 6 hours ago, mankubus said: But do you do it pixel by pixel or have a base of a real picture and then pixelize it? Mix of both, this particular one was completely drawn in photoshop but the other one was a edited and digitized photo. 0 Quote Share this post Link to post
Cacofish Posted July 11, 2021 On 7/7/2021 at 5:39 PM, mankubus said: But do you do it pixel by pixel or have a base of a real picture and then pixelize it? typically a mix of both this one was completely hand drawn as opposed to the plaster/clay which was a heavily edited photo 0 Quote Share this post Link to post
Cacofish Posted July 13, 2021 On 7/7/2021 at 8:41 PM, Mr.Rocket said: I think you should fix a couple extra of the same texture up. One with a picture, and another with a wall light. ;) Yeah totally or use decals, sorry for the late reply 0 Quote Share this post Link to post
Cacofish Posted July 13, 2021 Hey I know this thread is kind of dead but how are my first 3 maps for my upcoming episode (unrelated to the wild west thing) Cleanup.zip 0 Quote Share this post Link to post
Kappes Buur Posted July 13, 2021 The problem with the original Doom skies is that they do not tile vertically. Therefore, having windows looking out at the sky is a bit of a letdown. 0 Quote Share this post Link to post
Cacofish Posted July 13, 2021 21 minutes ago, Kappes Buur said: The problem with the original Doom skies is that they do not tile vertically. Therefore, having windows looking out at the sky is a bit of a letdown. How are the maps in general? also the skies don't work for me for some reason do you have any weird setting or do they just work? 0 Quote Share this post Link to post
Kappes Buur Posted July 13, 2021 (edited) The windows work out of the box. Which version of GZDoom are you playing your pwad with? The layout is nice and straight forward, obviously you have given some thought to the construction of the maps. Although some height variantions would be okay, especially for hallways. In MAP01 you had me going in finding the red key. :) In MAP02 it is easy to jump over the red key and miss it completely, to wind up in the cybie room without a way back. When constructing sectors which are not aligned to NS or EW, as in MAP01, you could assign a key to align the grid to a selected linedef (F5 - Controls) in order to construct sectors with 90° angles. For example I assigned Alt+1 for that purpose Spoiler Spoiler Edited July 13, 2021 by Kappes Buur 0 Quote Share this post Link to post
Cacofish Posted July 14, 2021 4 hours ago, Kappes Buur said: The windows work out of the box. Which version of GZDoom are you playing your pwad with? The layout is nice and straight forward, obviously you have given some thought to the construction of the maps. Although some height variantions would be okay, especially for hallways. In MAP01 you had me going in finding the red key. :) In MAP02 it is easy to jump over the red key and miss it completely, to wind up in the cybie room without a way back. When constructing sectors which are not aligned to NS or EW, as in MAP01, you could assign a key to align the grid to a selected linedef (F5 - Controls) in order to construct sectors with 90° angles. For example I assigned Alt+1 for that purpose Hide contents Hide contents Thanks for the response and criticisms! also I found out the problem with windows was just my settings 0 Quote Share this post Link to post
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