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>> No.3249424 [View]
File: 76 KB, 500x308, e1m1.gif [View same] [iqdb] [saucenao] [google]
3249424

>>3248748
Hmmm. I had fun with it. Good start. Here are a few pointers.

-The maze dropping down is my preferred way to design something like that.

-Rockets but no rocket launcher? The secret box of bullets makes me scratch my head in the same way.

Check the texture alignment of your staircases. control + a aligns vertically and horizontally. That could fix it.

-I'd use more textures than STARTAN. It was very overused. One thing that comes to mind is giving a different wall texture to the monster closets.

-Lighting goes quickly from one extreme to another. Try thinking about where the light would actually come from if you were there to brighten and dim areas accordingly.

The walls beside the door on the northern side of the room full of spectres need lower unpegged set.

>> No.2714692 [View]
File: 76 KB, 500x308, e1m1_v3.gif [View same] [iqdb] [saucenao] [google]
2714692

>>2714682
An ideal first level is sort of a mission statement for the rest of the mod. Small, memorable architecture and a slightly relaxed monster count while setting the mood and tone for the rest of the map pack and basically saying "Yo. This is how it's gonna be. You in?"

They may not be very long or difficult, per-se, but they stick in your head long after the rest of the mod. First impressions are crucial!

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