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I can't seem to stop texturing monster closets...


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I mean, I know nobody will seem them but it just feels wrong to leave them untextured. Sometimes I even try to align the textures properly. I'm not the only one who does this, right?

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Not monster closets and I don't bother with alignment, but I do try and clean up any missing textures in control sectors.

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While I don't see much point in aligning or picking textures nicely, not having HOMs when you idclip to try and see what's going on with a closet (whether you're the mapper, a tester or a curious player) seems like a no-brainer.

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On 10/4/2022 at 12:57 PM, digithead100 said:

I mean, I know nobody will seem them but it just feels wrong to leave them untextured. Sometimes I even try to align the textures properly. I'm not the only one who does this, right?

 

There's nothing inherently wrong with texturing a monster closet, even one that no one would see without cheating. It's similar to texturing the back of a surface that is in the body of the level, but that you can't see from the player's perspective (like the untextured panel in the computer alcove of E1M2). I usually apply a texture to monster closets, and usually given them a quick alignment, too.

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I at the very least put textures on unseen areas sometimes very silly random choices 

 

Just cause I like to see zero errors in the map checker

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I often "colour-code" the floor textures of monster closets to have them correspond to the area the monsters teleport to, to quickly be able to identify them. 

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my go to is grass for the floor, one of the messy bodies textures for the walls, and one of the computer consoles for the ceiling.

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1 hour ago, Pistoolkip said:

I often "colour-code" the floor textures of monster closets to have them correspond to the area the monsters teleport to, to quickly be able to identify them. 

 

That's not a bad idea, particularly if you have all of your monster closets clumped in a distant area.

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