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/vr/ - Retro Games

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>> No.3088006 [View]
File: 343 KB, 1333x531, CLOSETV1(2).png [View same] [iqdb] [saucenao] [google]
3088006

>>3087931
Oh right. The music; there was none, as soon as the map started I used IDMUS so I forgot about it. Now I tested it with GZDoom and the music loads just fine.

A few shells would be nice. I was left with only 1 shell in that room even though I caused infighting between the knights and the mancubus.

Also, I may be just stupid, but I didn't expect the slimewall before the SSG to lower down at first.

I don't know if you already know a few of these 'mapping tips' but I'll list them anyway.

- Between different wall textures, use a 'transitio' one, like SUPPORT3, or METAL, or something like that, so that the change is not so abrupt. At least in this pic, COMPWERD to METAL5 is not bad, but from COMPWERD to BRONZE3 is a little weird. Anyway, leave details like this to the final touches since it's just eye-candy.

- Try not to cut a wall texture like COMPWERD in this example; try to make the room taller or use make a 'ledge' to cover the place where the texture gets cut.

I would make an example but I'm too lazy and working on a E1M1 sort of map for /vr/'s map pack.

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