[Done] Austerity 2.0 is finished!

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Tormentor667
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[Done] Austerity 2.0 is finished!

Post by Tormentor667 »

Last edited by Tormentor667 on Wed Feb 28, 2007 10:56 am, edited 7 times in total.
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Phobus
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Post by Phobus »

Austerity? Is that even a word :?

Regardless, it looks nice, and uses the right pallette, so I guess it is a Simplicity tribute :P However, those deatiling ideas are definitely T667 detail guide :P

EDIT: Well, blow me, it is. "Severely simple or plain; strict" :laff: looks like your sense of irony is just as strong as Spork's then.
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Vader
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Post by Vader »

Looks nice there!
The grey stone texture looks a bit cheesy though and some of the other textures are cut off... you won't find something like that in Simplicity :wink:
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Tormentor667
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Post by Tormentor667 »

Well I studied Simplicity for some time now and the way AgentSpork built his maps is quite effectiv... it looks good and though is very "simple" to build with DoomBuilder and therefore you can map at an incredible speed. There are sure still some misalignments and visual flaws in there as Vader mentioned but the map is over 60% done and this just took me 6 hours from the first vertex...

BTW @Vader - It's a tribute ;) I'm doing my best to be as much inspired by Simplicity itself and mapping as close to AgentSpork's mapping style as possible but I'm still learning... ;)
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Nash
 
 
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Post by Nash »

Although I have nothing to show to prove it, I believe that 90% of my mapping skills (what limited skills I have, that is) is heavily influenced by AgentSpork's style of mapping.

Point of this post? I like. Can't wait to play this!
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Siggi
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Post by Siggi »

Less [WIP], more [Released].
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AgentSpork
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Post by AgentSpork »

I'm certainly interested in checking this out when it's done :P

As far as my style of mapping goes, I'm very picky about texture usage. For example, I absolutely hate having textures that cut off unexpectedly. I also strongly dislike making certain textures tile vertically, so I use trims and other things like that to get rid of them.

I prefer making good use of the texture resources available to me over having a high sector count, and I think it works pretty well. A couple of years ago I used to throw in a lot of sectors for unnecessary things, and it really did not help the map much. Take the old version of Simplicity MAP01 for example. That map has more sectors than the current version, which was remade from scratch, yet it looks a lot worse. Not to mention I paid little attention to the texturing.
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Tormentor667
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Post by Tormentor667 »

AgentSpork wrote:I'm certainly interested in checking this out when it's done :P
Glad to hear that :)

Well, conc. the texturing and trim-stuff you talked about: This is something that made your Simplicity so damn unique :) And something only few people already found out: Simplicity is indeed "simple", though texturing and sector usage is so damn clever (yes, I really have to admit that, it's truly awesome and impressive how you have solved things sometimes) that nobody actually sees this (which doesn't mean that it's bad, don't misunderstand me here!). It's exactly what you said about your MAP01/Remake difference.

Nevertheless, I mostly hate vertical tiling as well but in some places it seems to work... btw... from the Simplicity Beta, what trim textures are the most useful that can't be found in Nick's texture packs that I should have to work with? :)
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Post by MaxPower8905 »

The texture usage is the thing I admire most in Simplicity. It's just perfect. None of them ever look out of place or are cut off in the wrong places.

Anyway, looking forward to playing this one. My only complaint with the screenshots is how much the stone texture is used. I would try and break that up a little. Something like sladwall would work well there.
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AgentSpork
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Post by AgentSpork »

Tormentor667 wrote:Nevertheless, I mostly hate vertical tiling as well but in some places it seems to work... btw... from the Simplicity Beta, what trim textures are the most useful that can't be found in Nick's texture packs that I should have to work with? :)
It's hard to name them off the top of my head. I've got so many textures it's hard to keep track of them all. :P
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Tormentor667
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Post by Tormentor667 »

AgentSpork wrote:It's hard to name them off the top of my head. I've got so many textures it's hard to keep track of them all. :P
This is why I didn't want to browse through them all on my own ;) Nevertheless, I hope it isn't a problem for you if I use one or two of your textures as long as I credit them, eh? :D

@Max - Thx for that SLADWALL Tipp, that will help :)
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Tormentor667
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Post by Tormentor667 »

Some more shots:
Image

Image

Image

Exit room's left, beyond gameplay and monsters must be adjusted... but that thing is has been almost finished within 2 days... O_o
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Unknown_Assassin
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Post by Unknown_Assassin »

Great looking map!

Question: Is this going to be for Zdoom, and is this going to be more than a 1 level WAD?
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Wills
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Post by Wills »

I can't wait to play this. Maybe we'll get a one-map teaser as a Christmas present? :P
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Post by Shadelight »

Looks like it came out of Simplicity itself. Nice Tormentor.
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