MAP06: Digi-Ota (Remastered)

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Expand view Topic review: MAP06: Digi-Ota (Remastered)

Re: MAP06: Digi-Ota (Remastered)

by cybdmn » Wed Jul 25, 2012 6:52

I had issues like this while playing around with some mapping for Doom. To fix these, i ended looking for the sectors wich causes the error, delete and rebuild. :-/

Re: MAP06: Digi-Ota (Remastered)

by NeuralStunner » Wed Jul 25, 2012 6:42

Xaser wrote:Thanks for the kind words, too, French as they may be. :P
Actually, the historic French would have noted:
Cage wrote:I FORNICATING LOVE THIS MAP
It's the Norman French who decided good earthy Saxon words like "eat" (*GASP* SUCH PROFANITY FROM MY FINGERTIPS!) were unfit to speak. A few of those old taboos are still around today, for some shi- uh, manurey reason.


I will be sure to try this out a bit soon, with whatever settings are needed to avoid those enjoyment-stopping visual glitches.

Though I suspect Cage's textures are just so awesome, the whole map thinks it ought to just chill out anywhere it likes. Kind of can't blame it. ;)

Re: MAP06: Digi-Ota (Remastered)

by Xaser » Wed Jul 25, 2012 2:54

Huh -- looks like bizarre node-building issue that I'm not seeing on my end. I'll have to put on my top hat and investigate. Thanks for the kind words, too, French as they may be. :P



also... SHOPPING FOR TRAINS! 50% off if you purchase immediately!

Re: MAP06: Digi-Ota (Remastered)

by Cage » Tue Jul 24, 2012 16:30

BUGS!
Image

And you've used the sign that says "shopping" for the subway etrance. I'll make a subway/transport one :P

Other than that: I FUCKING LOVE THIS MAP

EDIT:

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The same kind of bug - this time in Protean Cybex

Re: MAP06: Digi-Ota (Remastered)

by Xaser » Mon Jul 02, 2012 3:23

Holy portals, Batman!

ImageImage

Re: MAP06: Digi-Ota (Remastered)

by Enjay » Wed Jun 27, 2012 22:40

Very nice. Very nice indeed. :yup:

Re: MAP06: Digi-Ota (Remastered)

by Xaser » Wed Jun 27, 2012 22:02

Not bad at all -- the road variants work great:

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Funny you mention using HRISE for buildings, because I've done that in the surrounding areas:
Image

It really helps give the place a "congested industrial district" look, which is kinda what I'm shooting for.


Also, maximum signage:

Image

Re: MAP06: Digi-Ota (Remastered)

by Cage » Sun Jun 24, 2012 13:40

Oh, and I think HRISE will work for some of the hk buildings too - some general skyscrapers, with a bit less of the HK flair.

Uploading road variants to dropbox.

Re: MAP06: Digi-Ota (Remastered)

by NeuralStunner » Sun Jun 17, 2012 1:43

Personally I'd vote for wider streets. Currently the screenshots look less "big city" and more "back alleys of big city". More open space could also be beneficial from a strategic standpoint. Gives more room to dodge, but less cover. (The courtyard of Map01, for instance.) Also a nice change from the close-quarters feeling of building interiors.

These may just be silly preferences of mine, I don't know. :P

Re: MAP06: Digi-Ota (Remastered)

by Xaser » Sun Jun 17, 2012 0:40

If it's that off-putting, transforming them into one-way streets would be a doable alternative -- and a really easy texture edit to make. That'd make it a bit more real feeling without having to widen anything.
Gez wrote:If the streets aren't widened, could the corners at least be rounded? Cars are not generally expected to make instant 90° turns.

Especially when the buildings' corners are already rounded; just not the sidewalk.
Not all buildings are actually rounded like that -- just one or two. Still, I gave it a try and rounded corners actually look pretty good on the whole, so I went with 'em around the main roadways.

Re: MAP06: Digi-Ota (Remastered)

by Enjay » Sat Jun 16, 2012 22:49

I agree that the narrowness of the streets detracts from the illusion of reality - to the point that I think it would be noticeable when playing. They are just too narrow to be 2 lane streets. However, if they are the right size for gameplay, then the markings on the road could be changed to make them feel like single track lanes between the buildings rather than 2 lane streets. There are plenty of narrow streets like that in real cities.

If there are one or two places where the road can be widened to a more realistic width, such roads could be the main roads and the narrower ones could be the small service lanes or whatever.

Re: MAP06: Digi-Ota (Remastered)

by Gez » Sat Jun 16, 2012 1:45

If the streets aren't widened, could the corners at least be rounded? Cars are not generally expected to make instant 90° turns.

Especially when the buildings' corners are already rounded; just not the sidewalk.

Re: MAP06: Digi-Ota (Remastered)

by Xaser » Sat Jun 16, 2012 0:54

If you want to make wider versions, feel free -- just note that the actual texture width needs to be a power-of-two so if you go with something like 384-wide (which seems like it might be good), you'll need to pad out the other 128 with ASPHALT or something.

I'm not sure if I'm up for changing the map, though. I suppose the streets are narrow realistically, but it seems just the right size for gameplay -- any larger and it'd be too much to run around in without feeling dwarfed by the architecture.

If you make them, I'd definitely consider using the newer ones for, say, D.C. though. ;)

Re: MAP06: Digi-Ota (Remastered)

by Cage » Fri Jun 15, 2012 12:09

From ZDoom forums:
esselfortium wrote:Looks awesome! The new textures in HacX 2.0 are really fantastic. I do have to say that street looks a little narrow though; I wouldn't want to drive on it ;)
I'm seriously thinking about ravamping the streets, they may be too narrow, even for HK ;) Not a problem for me - I'd need to make the wider lane and crossing textures, but it could mess out the map layout and leave you with a lot of work.

Re: MAP06: Digi-Ota (Remastered)

by Xaser » Fri Jun 15, 2012 6:21

Thanks sir :)

The city's really starting to come to life now! :D

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Also, a WIP of a WIP:

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