Phade102 Posted June 4, 2017 14 minutes ago, Kapanyo said: OML I was thinking of that without even realising it! =D Well there you go. maybe that will also give you some inspiration for monster placement! 0 Share this post Link to post
Guest Unregistered account Posted June 4, 2017 (edited) Yeah, EZ, just make it all empty apart from some root monsters that hide under the hedges and place Voldemort in the last room! Edited June 4, 2017 by Unregistered account 0 Share this post Link to post
UglyStru Posted June 4, 2017 9 hours ago, Phade102 said: ...I knew that. To be fair, that screenshot looks like that map was made by a 5 year old. 0 Share this post Link to post
Dragonfly Posted June 4, 2017 (edited) On the 3d modelling topic actually... I only use Sketchup, not blender etc. Does anyone have the knowhow to export sketchup models to blender and/or md2/md3 format? Naturally I would need some interim software such as blender to make the texture unwrap, since sketch up doesn't support that kinda stuff very well... but sketch up is soooooo quick to work in for modelling. Edited June 4, 2017 by Dragonfly 0 Share this post Link to post
Phade102 Posted June 4, 2017 1 hour ago, stru said: To be fair, that screenshot looks like that map was made by a 5 year old. Thats literally the quality of my maps when I first started mapping. It was so fun just being able to look at the map and saying "Wow, this is a doom map" 1 Share this post Link to post
Guest Unregistered account Posted June 4, 2017 (edited) 40 minutes ago, Phade102 said: Thats literally the quality of my maps when I first started mapping. It was so fun just being able to look at the map and saying "Wow, this is a doom map" I long for the days to return when I could look at a FIREBLU fortress and for it to make sense in my eyes. Edited June 4, 2017 by Unregistered account 0 Share this post Link to post
Gez Posted June 4, 2017 1 hour ago, Dragonfly said: On the 3d modelling topic actually... I only use Sketchup, not blender etc. Does anyone have the knowhow to export sketchup models to blender and/or md2/md3 format? Naturally I would need some interim software such as blender to make the texture unwrap, since sketch up doesn't support that kinda stuff very well... but sketch up is soooooo quick to work in for modelling. Export to COLLADA (*.dae) in SketchUp, import from COLLADA in Blender. You need SketchUp v6 or later, though. 1 Share this post Link to post
Phade102 Posted June 4, 2017 37 minutes ago, Kapanyo said: I long for the days to return when I could look at a FIREBLU fortress and for it to make sense in my eyes. Ah, memories! 0 Share this post Link to post
Dragonfly Posted June 4, 2017 7 hours ago, Gez said: Export to COLLADA (*.dae) in SketchUp, import from COLLADA in Blender. You need SketchUp v6 or later, though. Just to test the whole process (including writing my first ever MODELDEF) I made a simple crate, UV Unwrapped it via blender, textured it to look like the AKU-AKU Crate from Crash Badicoot, and added it to the game. It works! Thanks for the pointer. :) 5 Share this post Link to post
Guest Unregistered account Posted June 5, 2017 Congratulations! :3 Are you gonna be making more models?? 0 Share this post Link to post
Guest Unregistered account Posted June 5, 2017 2 hours ago, RjY said: The water even looks like nukage. Bleh. (yesiknowit'sjustthereflections) 0 Share this post Link to post
Dragonfly Posted June 5, 2017 1 hour ago, Kapanyo said: Congratulations! :3 Are you gonna be making more models?? Perhaps at some point, we'll see. :) 0 Share this post Link to post
leodoom85 Posted June 5, 2017 I'll finish this one tomorrow. This needs heavy gameplay and more landscape for some final touches... 0 Share this post Link to post
Phade102 Posted June 5, 2017 36 minutes ago, leodoom85 said: I'll finish this one tomorrow. This needs heavy gameplay and more landscape for some final touches... I'd suggest some more height variations on the cliffes, all the trees being on the same level makes it look rather repetitive. but thats a really interesting area, I look forward to seeing it finished! 0 Share this post Link to post
Roofi Posted June 5, 2017 On 03/06/2017 at 1:02 PM, Dragonfly said: I like what I see, but I have one complaint - the caves are far, far too flat. I see in the last slot you made an archway, so if you're using slopes, use a lot of slopes! ;) In particular, use vertex slopes, some amazing results can be achieved. I have a quick demo wad for you on vertex slopes, although it's not had much time and effort put into it. To make vertex slopes, your sloped sectors MUST be triangular, as demonstrated in this wad: http://joshuaosullivan.co.uk/misc-doom/vertex-slopes.wad Below is an image of the demo wad for you. :) I like your screen , it reminds me of Red Faction , a good old FPS game. 2 Share this post Link to post
dobu gabu maru Posted June 5, 2017 I can't stop making puzzle maps, even with the Super Mario palette 15 Share this post Link to post
Guest Unregistered account Posted June 5, 2017 All I wanna do right now is ride that waterfall down like a slide and jump into that lake 0 Share this post Link to post
Phade102 Posted June 5, 2017 20 minutes ago, htmlcolor said: Thank you for sharing them! I hope you will continue to have similar posts to share with everyone! Goes without saying to not click this link. 0 Share this post Link to post
roadworx Posted June 5, 2017 (edited) 4 hours ago, Roofi said: I like your screen , it reminds me of Red Faction , a good old FPS game. jesus christ, i thought that was a doom mod for a second. wouldn't be surprising with some of the mods we already have. Edited June 5, 2017 by roadworx 0 Share this post Link to post
Dragonfly Posted June 5, 2017 Red faction was an awesome game. Doom will never be capable of 1:1 recreation if only because of the destructible terrain - damn that was such a fun feature. 0 Share this post Link to post
NinjaLiquidator Posted June 5, 2017 @Dragonfly It is extra hard to code destructible maps like that, cause you determine all the intersections of surfaces and retriangulate everything, and consider even the limit cases like point identic to point, line identic to line and so. Then there is a texture coordinate update, lightmap coordinate update, space partition update. And all that must run real time. Not to mention the problem that potentially visible sets will break when you will shoot tunnel from one room to other, so map will become more open and this will start to demand you to compute pvss on run. Nowadays it is done by voxels, which is much easier and better than triangles for this, but I haven seen it in any recent games, which is shame. Vrage2 engine is capable of that, but its a shame that so far is that engine used just for meek non-fps games. 1 Share this post Link to post
leodoom85 Posted June 5, 2017 @Phade102Better now? :D. I added even more deco and height variation... 1 Share this post Link to post
Phade102 Posted June 5, 2017 16 minutes ago, leodoom85 said: @Phade102Better now? :D. I added even more deco and height variation... WAY better, very nice. still a bit of flatness on the upper tiers, but damn, its looking rreally nice! 0 Share this post Link to post
Misty Posted June 5, 2017 6 minutes ago, Phade102 said: WAY better, very nice. still a bit of flatness on the upper tiers, but damn, its looking rreally nice! Maybe he likes flat things. Who knows. I rather prefer good gameplay than awesome designs. 0 Share this post Link to post
Da Werecat Posted June 5, 2017 These things aren't mutually exclusive. 2 Share this post Link to post
Dragonfly Posted June 5, 2017 If I were to but in, sometimes less is more - in this case I feel less trees may do wonders for your map. Aside from that, I'm diggin' what I see. Hope it plays just as well! :D 0 Share this post Link to post
Phade102 Posted June 6, 2017 3 hours ago, MysteriousHaruko said: Maybe he likes flat things. Who knows. I rather prefer good gameplay than awesome designs. Of course. Its just a personal opinion of mine ^^ 0 Share this post Link to post
leodoom85 Posted June 6, 2017 41 minutes ago, Phade102 said: Of course. Its just a personal opinion of mine ^^ This is one of my first attempt for outside and open areas :D 0 Share this post Link to post
Phade102 Posted June 6, 2017 25 minutes ago, leodoom85 said: This is one of my first attempt for outside and open areas :D it looks amazing. Outdoor areas are something I love doing, so if you want some advice on anything let me know. Thats not to say yours looks bad, because it doesnt. thats an outdoor area I had never considered, it gives a sort of canyon feel! 0 Share this post Link to post
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