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>> No.432247 [View]
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432247

>>432091
>Properly aligned textures and no harsh texture transitions - keep them divided by extra little struts or what have you if need be.

It varies, changing textures can be by composition as well. Eg: Having base like textures next to eachother without supports can be alright.
Not every texture in DooM and DooM 2 has a support between it. Though if it's a base and an outdoor grassy area, you might want it.

Otherwise you have supports everywhere.

>Ground break ups - Avoid large flat areas of floor. put in missing tiles, or change the floor level slighting. Light and shadows also work well to keep floors from looking too flat (though floors are flat irl)

Generally yes, unless the area is a battle arena that might require the player moves around fast without looking where his legs are taking him as people hate getting snagged on details when they gottagofast.

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