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Does this look professional enough to honestly appear in a 90s FPS?


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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.

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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

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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

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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.

 

duXjobg.png

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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.

 

duXjobg.png

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?

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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

WH6EgbA.png

 

 

Spoiler

74w7hzC.png

 

Edited by Kappes Buur

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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

WH6EgbA.png

 

 

  Hide contents

74w7hzC.png

 

Thanks for the response and criticisms! also I found out the problem with windows was just my settings

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