bsharp Posted August 4, 2023 (edited) Salutations, Doomworld! Here's a little texture set I've been working on for the past few days. It's not fully finished yet, so expect edits to come. If you find any bugs (and better yet, fixes for them,) please don't hesitate to drop a report down in the replies. I'll do my best to fix it.[flavor text] From the title of this post, you'll be correct to assume that this is a texture pack about the belovedly default wall texture STARTAN2. An inconic one-off member of the STAR texture series, its appearances throughout the classic Doom games have helped set the standard for any techbase. I, for one, am a devout STARTAN2 newgen. And I'm sick of people calling it "default". How dare they have the audacity to slander such a beautiful and careful arrangement of pixels as "default"? Have you any idea how perfect it is? I could go for hours on end about the color theory behind it, the golden ratio, and how it singlehandedly predicted the downfall of humanity, and you call it "default"? Curse you, Doom Builder. And your descendants. To combat the disgraceful behavior the Doom Builder family shows on a daily basis, I have created a set of textures focused on bringing back the glory of STARTAN2. It's about time someone makes a texture set like this. Unless it's been made before. In which case...screw it, have another![cast] Contains edits of STARTAN2, FLAT14, TANROCK8, ZIMMER2, STEP1, SUPPORT3, and FIREBLU. [what's in it?] The texture set contains—as of rc1—the following: 53 new textures, 42 of which are STARTAN edits 11 new flats, all of which contain STARTAN The zip file contains said texture set and a texture showcase wad, compatible with vanilla doom. (tested on PrBoom+, GZDoom, and DSDA-Doom) It uncompresses to a size of under 750kb.This is only compatible with the Boom map format or more advanced. It does not work properly with vanilla Doom.[where's the file?] Below.[can i see what it looks like?] Absolutely. Spoiler Spoiler Spoiler [what'd you do?] Here's the changelog: Spoiler v1.01: i hate the boom switches lump. it works now (: v1.0: added slightly duller flats, may be dulled further in future added FIRETAN :) added SUPPORT3 edits for utility, in widths 16 and 32 updated showcase.wad to show more textures released! rc1 hotfix_1: fixed flats appearing in TEXTURE1 prboom+ and dsda-doom now work, rely on gzdoom no longer removed ALLBLACK and F_ALLBLK for now updated showcase wad STTNWARN tiles correctly now it works rc1: uploaded it [any last words?] Please keep the texture set updated in your maps. Older versions (especially the first) tend to be worse. New textures are probably on the way! Thank you plenty for reading. Valedictions! MSTLNSDA_v1_01.zip Edited September 6, 2023 by bsharp version 1.01 28 Quote Share this post Link to post
rouge_means_red Posted August 4, 2023 We could make a CP out of this 🤔 5 Quote Share this post Link to post
rouge_means_red Posted August 4, 2023 (edited) I'm getting a few errors related to the flats In UDB: "Patch lump "all_startan.wad\F_STTN1" data format could not be read, while loading texture "F_STTN1". Does this lump contain valid picture data at all?" Flats appear as a circle with an X in the wall texture selection DSDA and CrispyDoom give me this error: "R_InitTextures: 19 errors" Edit: and STTNWARN doesn't tile correctly Also the flats would look better with a less visible light source. Doom flats usually have very faint directional light, or none at all Edited August 4, 2023 by rouge_means_red 1 Quote Share this post Link to post
bsharp Posted August 5, 2023 First three are all errors I’m trying to fix, but I will take on your advice with the flats and STTNWARN. Thanks for letting me know! 0 Quote Share this post Link to post
Pechudin Posted August 5, 2023 STARMARB Maybe convert all textures to STARTAN style. STARBLU. 0 Quote Share this post Link to post
bsharp Posted August 5, 2023 I'm really thinking of just doing a total texture conversion, but that'll be a megaton of work. STARBLU is a stellar idea though.[in the meantime, i'll be uploading a hotfix to fix the major errors @rouge_means_red pointed out. new textures and fixes for existing ones are underway.] 0 Quote Share this post Link to post
bsharp Posted August 5, 2023 11 hours ago, rouge_means_red said: I'm getting a few errors related to the flats In UDB: "Patch lump "all_startan.wad\F_STTN1" data format could not be read, while loading texture "F_STTN1". Does this lump contain valid picture data at all?" Flats appear as a circle with an X in the wall texture selection DSDA and CrispyDoom give me this error: "R_InitTextures: 19 errors" Edit: and STTNWARN doesn't tile correctly Also the flats would look better with a less visible light source. Doom flats usually have very faint directional light, or none at all All of the errors are fixed now. I mistakenly put the flats into TEXTURE1, when they didn't have to be. On the last line: I see what you mean; the flats were based off of cc4-tex's STAR flats, which look very similar. I'll be adjusting the flats to be more versatile soon! Please be sure to update the resource in UDB to the fixed version, uploaded onto the OP now. Apologies for the inconvenience! ^^' 0 Quote Share this post Link to post
rouge_means_red Posted August 5, 2023 Now for some reason DSDA Doom gets totally messed up Spoiler But it works fine in GZDoom, CrispyDoom and PrBoom+ 0 Quote Share this post Link to post
bsharp Posted August 5, 2023 Strange. Just made a small test map, and while the flats work fine, the wall textures are just HOMs on DSDA-Doom. Considering it works on other ports (and DSDA-Doom's cousin PrBoom+) I'd be led to think this the fault of the port, but it's likely I may have done something wrong when compiling the pack. I'll get back once I find a fix. 0 Quote Share this post Link to post
bsharp Posted August 5, 2023 1 hour ago, rouge_means_red said: Now for some reason DSDA Doom gets totally messed up I'm very sorry if I'm disturbing you, but have you downloaded the latest hotfix? The one currently on the OP seems to work fine for me with DSDA. 0 Quote Share this post Link to post
rouge_means_red Posted August 5, 2023 I figured it out, it's because I was using Doom 2 map format instead of Boom 1 Quote Share this post Link to post
Hebonky Posted August 6, 2023 I think a texture like this would be great to have: (This was made using some line finagling, makes the map run worse) I also think that the floor flats are a bit too bright, don't look too great imo I am working on a map using this pack, and it's pretty fun so far. 3 Quote Share this post Link to post
bsharp Posted August 6, 2023 Thanks a lot for using the textures! I’m honored. 3 hours ago, Hebonky said: I think a texture like this would be great to have: I also think that the floor flats are a bit too bright, don't look too great imo Adding supports is a great idea! I’ll put some in I am starting work on a darker set of flats, so those will be put out sometime. 0 Quote Share this post Link to post
bsharp Posted August 7, 2023 1.0's out! added extra support textures for utility, FIRETAN, and slightly duller versions of the previous flats. 0 Quote Share this post Link to post
MObreck Posted August 10, 2023 Quite nice. I'll include these in the MEDB based community project I will be setting up tommorrow. 0 Quote Share this post Link to post
bsharp Posted August 10, 2023 8 hours ago, MObreck said: Quite nice. I'll include these in the MEDB based community project I will be setting up tommorrow. thanks a whole lot for including the textures! i'm very grateful :D if it matters, you've got the greenest greenlight my money can buy; spread the message 1 Quote Share this post Link to post
MObreck Posted August 11, 2023 Alright, started up the community project: 1 Quote Share this post Link to post
No-Man Baugh Posted September 6, 2023 Love this project! am using it for a "map" I'm making for the Box Doom CP, but I noticed when using SW1F14 that it doesn't change to SW2F14 nor does it make a sound like how switches normally do here's the map I made for it incase you want to troubleshoot it for yourself:SLOT52-aBridgetooTan.zip 0 Quote Share this post Link to post
bsharp Posted September 6, 2023 2 hours ago, No-Man Baugh said: it doesn't change to SW2F14 nor does it make a sound like how switches normally do k so turns out the boom switches lump deleted itself due to, like, untyped switch rows, but it's fixed now! sorry for the inconvenience; please download version 1.01, where the switches work now. thanks for using the pack man :D MSTLNSDA_v1_01.zip 0 Quote Share this post Link to post
No-Man Baugh Posted September 6, 2023 11 hours ago, bsharp said: k so turns out the boom switches lump deleted itself due to, like, untyped switch rows, but it's fixed now! sorry for the inconvenience; please download version 1.01, where the switches work now. thanks for using the pack man :D MSTLNSDA_v1_01.zip THANK YOU!!!! that was a dang quick fix 1 Quote Share this post Link to post
DoomGappy Posted September 7, 2023 (edited) Can I request some textures? How about some borders for nukage pits and other liquids like the marble ones from original doom, and also some more fitting flats? I really liked the cube ones, I think they'd look good on the floor. Here is a 256x256 since I'm in the Box Doom mood. startan room.7z Edit: Yeah, just saw they are already there. For some reason they didn't load before. Thanks for this, OP! Edited September 7, 2023 by jo2ukegappy 1 Quote Share this post Link to post
MObreck Posted October 1, 2023 Alright, I put a fair amount of usage of these textures in the map I contributed to my community project: I just got to playtest the medium difficulty and then I should be releasing the first draft of my map tomorrow. But for now I must sleep. 5 Quote Share this post Link to post
DoomGappy Posted November 19, 2023 On 10/1/2023 at 6:32 AM, MObreck said: Alright, I put a fair amount of usage of these textures in the map I contributed to my community project: I just got to playtest the medium difficulty and then I should be releasing the first draft of my map tomorrow. But for now I must sleep. Has this been released? I suddenly remembered about this pack and wanted to see what people had done with it. I suck at designing techbases so maybe I could learn something. 0 Quote Share this post Link to post
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