Page 532 of 2059

Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Posted: Sun May 09, 2010 12:13 pm
by Gez
Sonnyboy wrote:I've been working on that DooM map again.

I think it's going good.
Yeah, but is this a giant HOM I see?

PS:
Spoiler:
printz wrote:
esselfortium wrote:obnoxious floor height changes,
It wouldn't be any problem however, if those floor height changes have a use, such as demons pouring from those sewers, or it is Eternity 3d, IF it's mapped for Eternity (and if now is the far future).
I don't want to see this construed as an attack against a port I like; but can you explain to me how bumpy-lumpy floor details would be obnoxious everywhere except in Eternity? (If you mean using portals to make the walk area flat as far as physics are concerned, then it's already possible and not just in EE.)

Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Posted: Sun May 09, 2010 12:25 pm
by esselfortium
Gez wrote:
Sonnyboy wrote:I've been working on that DooM map again.

I think it's going good.
Yeah, but is this a giant HOM I see?

PS:
Spoiler:
printz wrote:
esselfortium wrote:obnoxious floor height changes,
It wouldn't be any problem however, if those floor height changes have a use, such as demons pouring from those sewers, or it is Eternity 3d, IF it's mapped for Eternity (and if now is the far future).
I don't want to see this construed as an attack against a port I like; but can you explain to me how bumpy-lumpy floor details would be obnoxious everywhere except in Eternity? (If you mean using portals to make the walk area flat as far as physics are concerned, then it's already possible and not just in EE.)
Yeah, I wondered the same thing, but I was more confused with the entire post so I didn't bring it up specifically. I guessed he meant something to do with portals, but I'm not really sure how that would apply in this very much 2.5D room.

Unless he was intending for the center floor to drop out and reveal another room below, of course, but that still wouldn't require the room to be this cramped/bumpy to work :P

And as far as using portals to make the walk area flat, transfer heights would be a much simpler and more crossport-compatible (not that that matters here I suppose) way to get the same result in this particular case.

Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Posted: Sun May 09, 2010 12:41 pm
by esselfortium
Anyway, Eternity SVN has had a total rewrite of the texture system that supports large patches and texture/flat mixing and other cool stuff, so I took the opportunity to make a new sky and new gargantuan rock texture for my Vaporware maps:

Image

Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Posted: Sun May 09, 2010 12:52 pm
by Kristus
Sweet.

Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Posted: Sun May 09, 2010 1:06 pm
by XutaWoo
esselfortium: Making you feel inadequet since 2006!

:P

Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Posted: Sun May 09, 2010 1:18 pm
by NeuralStunner
XutaWoo wrote:inadequet
Spelling: Making you feel inadequate since language was invented. :P

Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Posted: Sun May 09, 2010 1:51 pm
by Blade3327
esselfortium wrote: *Ridonkulously pretty picture*
I imagine sloping all of that rock took a while. From what I can tell, it was worth it :). I, too, feel inadequate lol.

Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Posted: Sun May 09, 2010 1:58 pm
by esselfortium
Thanks :)
Blade3327 wrote:
esselfortium wrote: *Ridonkulously pretty picture*
I imagine sloping all of that rock took a while. From what I can tell, it was worth it :). I, too, feel inadequate lol.
Eh, well...I actually built this area quite some time before slopes were implemented in Eternity, so much of it was designed without them. The only part there where I really used slopes (instead of an arrangement of smoothly-shaped, curvy flat layers) was around the sky horizon, because there was no way I could make it look as good as I wanted without slopes, due to the multiple heights it could be viewed from, preventing me from just using perspective trickery with the shapes of flat sectors to make it look less flat.

(Lol, here's an old shot of how it looked around a year and a half ago)

...the scene as a whole did take quite some time, though, regardless. :P

Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Posted: Sun May 09, 2010 2:10 pm
by printz
Gez wrote: I don't want to see this construed as an attack against a port I like; but can you explain to me how bumpy-lumpy floor details would be obnoxious everywhere except in Eternity?
Because I was referring to EE's linked portals' possibility of connecting to rooms below, and how the useless "bumpy-lumpy" floor detail could be turned into an actual pit which would be more relevant to gameplay. GZDoom (and other hardware-rendering ports) could do it too, albeit with the 3d-floor inherent limitations.

Honestly I don't see much fault in using floor detail that stands in your way anyway. It could be placed on purpose to hinder your coordination against monsters.

@sonnyboy: indeed I didn't say it sucks; I was just reusing from-then above poster's words to make an argument.
@Infurnus: yeah, I always have a tendency to defend someone who seemingly excessively gets criticized by the others, if I think there's a solution.


Now I'm dead curious if there's a secret, or a totally new level, hidden beneath (or even inside, via physical impossibility) the rock in esselfortium's picture :) Sorry if I seem too naive with this stuff.

Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Posted: Sun May 09, 2010 3:00 pm
by esselfortium
printz wrote:Now I'm dead curious if there's a secret, or a totally new level, hidden beneath (or even inside, via physical impossibility) the rock in esselfortium's picture :) Sorry if I seem too naive with this stuff.
In what part of the rock? Much of the level is built inside the rock on the right side of the screen, but I doubt that's what you meant. The lower rock with sky above it on the left side is just there for scenery's sake; I could easily put an accessible area inside/beneath it from a technical standpoint, but it'd be kind of out of the way of the rest of the layout, so it wouldn't make much sense to put it there. There is a 3D-oriented secret on top of the building seen on the right, though, where in that shot you can see a megasphere though a fenced window :)

Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Posted: Sun May 09, 2010 3:01 pm
by DoomRater
If you intentionally break a player's combat movement with busted floors, I would actually make mention to it in the mod if it at all makes sense to do so. Like, the marine commenting to himself "I'd better watch my step".

Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Posted: Sun May 09, 2010 3:27 pm
by esselfortium
DoomRater wrote:If you intentionally break a player's combat movement with busted floors, I would actually make mention to it in the mod if it at all makes sense to do so. Like, the marine commenting to himself "I'd better watch my step".
Showing would be better than telling, even more particularly in a game like Doom. If busted floors or whatever else look like a mapping error instead of looking like actual busted structures, or whatever the design in question is supposed to represent, telling the player what they're supposed to look like is just sticking a band-aid on it without actually fixing the problem :P

Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Posted: Sun May 09, 2010 4:28 pm
by Ceeb
Essel, does it come with years of practice or a natural talent? I think I make decent looking maps but my terrain doesn't look nearly as nice as yours. With that said, I have been following your guides on making natural terrain with slopes and avoiding auto-align abuse and I'm glad to say my aesthetics have improved greatly, so I'd like to thank you for that.

Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Posted: Sun May 09, 2010 4:43 pm
by Phobus
esselfortium wrote:Hey now, don't try to pin this one on me. I'm outspoken about flat square rooms, obnoxious floor height changes, alignment cutoffs, and mismatched 2mbrown usage. :P
Ah yes - but in the grander scheme of things, many a mapper does aspire to make maps that look (just) like yours do :P Hell, even I've found myself thinking "would essel approve?" and I'd like to think I'm good at forging my own style.

Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Posted: Sun May 09, 2010 4:53 pm
by DoomRater
Also, if they actually look like mapping errors and not a broken up room that looks more like an earthquake, yeah, that's bad.