UAC Tech Base

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by Paul » Tue Feb 14, 2006 18:43

Hmm.. hard to say anything constructive :? the floor needs more detail, not in *omg 100 sectors* but something to look at, like a different floor texture. The walls are too repetive in the lights pattern. Again, add something to actually look at. Also, try to take screenshots at a larger resolution next time.

by Snarboo » Tue Feb 14, 2006 18:26

Yeah, I agree. Perhaps the TEKLITE can be inlayed into the gray brick pillars, and then use another texture for the room itself?

by wildweasel » Tue Feb 14, 2006 18:14

I always saw TEKLITE as more of a door or pillar texture than a general wall texture...it doesn't really look good in that room.

by Hobbs » Tue Feb 14, 2006 18:04

KingofFlames wrote:Pardon the double-post but......

Image
:yuck:

@bio: heh

by BioHazard » Mon Feb 13, 2006 2:15

I had a pretty nice high-detail mock-up of that last shot going, but DB locked up again 'cause it sucks.

by Graf Zahl » Sun Feb 12, 2006 15:16

:blergh:

by jallamann » Sun Feb 12, 2006 14:24

Looks plain boring.

by BlazingPhoenix » Sun Feb 12, 2006 0:13

Pardon the double-post but......

Image

by BlazingPhoenix » Sat Feb 11, 2006 2:43

Thanks for the comments guys. Right now I'm working on getting another screenshot up.

Bio: I'm toying around with light levels for outside areas.

by Phobus » Fri Feb 10, 2006 19:55

or press the A key in the normal map editor after selecting the walls. This will bring up an alignment box that allows you to align the texture of your choice over the selected linedefs.

by Paul » Fri Feb 10, 2006 13:19

Use the 3d mode Luke. It's the best thing around for aligning textures. Otherwise, DB is equipped with auto-aligner. Works like a charm in the.. 3d mode :)

by BlazingPhoenix » Fri Feb 10, 2006 2:43

There's only one little problem I'm having so far.......and that is texture alignment, I just can't seem to get these textures aligned properly!

by Phobus » Thu Feb 09, 2006 18:09

I advise unpegging the upper and lower textures on your 'windows'. Reminds of something I made a couple of yers ago, so your doing alright. Though Bio is right, it needs more light variation.

by BioHazard » Thu Feb 09, 2006 8:22

Eh, not enough atmosphere. Play around with the varying light levels as it's too flat now.

UAC Tech Base

by BlazingPhoenix » Thu Feb 09, 2006 3:50

This is a map I'm making called UAC Tech Base, it will use GZDoom features, like "3D" swimmable water, and 3D floors.
Here's screenshot so far....:

Image

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