[Done] Austerity 2.0 is finished!
- Tormentor667
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[Done] Austerity 2.0 is finished!
Get it here:
http://www.tormentor667.de!
http://www.tormentor667.de!
Last edited by Tormentor667 on Wed Feb 28, 2007 10:56 am, edited 7 times in total.
Austerity? Is that even a word 
Regardless, it looks nice, and uses the right pallette, so I guess it is a Simplicity tribute
However, those deatiling ideas are definitely T667 detail guide 
EDIT: Well, blow me, it is. "Severely simple or plain; strict"
looks like your sense of irony is just as strong as Spork's then.

Regardless, it looks nice, and uses the right pallette, so I guess it is a Simplicity tribute


EDIT: Well, blow me, it is. "Severely simple or plain; strict"

- Tormentor667
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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... 
BTW @Vader - It's a tribute


- AgentSpork
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I'm certainly interested in checking this out when it's done 
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.

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.
- Tormentor667
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Glad to hear thatAgentSpork wrote:I'm certainly interested in checking this out when it's done

Well, conc. the texturing and trim-stuff you talked about: This is something that made your Simplicity so damn unique

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?

- MaxPower8905
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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.
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.
- AgentSpork
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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.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?

- Tormentor667
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This is why I didn't want to browse through them all on my ownAgentSpork 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.


@Max - Thx for that SLADWALL Tipp, that will help

- Tormentor667
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