[Mapping] Making a transition of wall/floor/ceiling textures not look like crap?

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Konda
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[Mapping] Making a transition of wall/floor/ceiling textures not look like crap?

#1

Post by Konda » Fri Jan 09, 2015 3:57 pm

During my mapping sessions I often have to deal with the problem of joining 2 rooms with different textures without making the sudden change of textures look bad:
[spoiler]Image[/spoiler]

I usually solve this problem by adding a 16x64 (or 16x128) texture such as lights, DOORTRAK, or some metal texture in between:
[spoiler]Image[/spoiler]
It may not look very impressive now, but it gets the job done and ends up looking better once I do some work in both of the rooms since I've just created them recently.

What I'd like to know is if there are some other interesting ways to solve this problem, that I'm not aware of. Other than putting doors, obviously.

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<Synert> fuck
<Synert> plugged in my memory stick and got a bsod

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Guardsoul
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RE: [Mapping] Making a transition of wall/floor/ceiling textures not look like crap?

#2

Post by Guardsoul » Fri Jan 09, 2015 4:41 pm

I usually make a 90 degrees transition with perpendicular angles like here:
[spoiler]
Image

So the architecture changes like this:
Image
[/spoiler]
Last edited by Guardsoul on Fri Jan 09, 2015 4:45 pm, edited 1 time in total.
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agaures
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RE: [Mapping] Making a transition of wall/floor/ceiling textures not look like crap?

#3

Post by agaures » Fri Jan 09, 2015 4:44 pm

Guardsoul pls

This really is subjective though. My advice is look at other maps and see how other's do it.
Last edited by agaures on Fri Jan 09, 2015 4:45 pm, edited 1 time in total.
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Guardsoul
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RE: [Mapping] Making a transition of wall/floor/ceiling textures not look like crap?

#4

Post by Guardsoul » Fri Jan 09, 2015 4:46 pm

agaures wrote: Guardsoul pls

This really is subjective though. My advice is look at other maps and see how other's do it.
He asked for new ways to do that so... I just posted one of the methods I use.
I dont care about how bad your maps are. Everything can be improved.
Banned for cheating at DoomBuilder.

Arctangent
 
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RE: [Mapping] Making a transition of wall/floor/ceiling textures not look like crap?

#5

Post by Arctangent » Fri Jan 09, 2015 10:05 pm

I personally find that doors, doorframes, and changes in floor or ceiling height to be good ways to solve this issue.

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IdeIdoom
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RE: [Mapping] Making a transition of wall/floor/ceiling textures not look like crap?

#6

Post by IdeIdoom » Sat Jan 10, 2015 6:11 am

There is a method I used for one of my maps, here we go:
[spoiler]Image
Image[/spoiler]

It's better for hell-ish maps where you can spread the SKIN texture or the hellrock texture better.
THE ROMANIAN POWERImage

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<+Dastan>	edd
<+Dastan>	boxxy skin when
<+Shift>	dastan you really want to fap at it this much and now you are going crazy and shredding your hair into a million tiny pieces for this boxxy skin to come out that way you can cum out
<+Dastan>	Shift, yes
--------------------------------------------------------------------
21:53:26  <@Estar>	well, if i'd be a girl, i would say ideidoom has ok looks

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Ænima
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RE: [Mapping] Making a transition of wall/floor/ceiling textures not look like crap?

#7

Post by Ænima » Mon Jan 12, 2015 6:52 pm

Guardsoul wrote: I usually make a 90 degrees transition with perpendicular angles like here:
[spoiler]
Image

So the architecture changes like this:
Image
[/spoiler]
This is pretty much what I do too. It makes things look less flat than just sticking a DOORTRAK or light texture between two different textures and it creates the illusion that there are multiple building materials used to construct that environment, instead of having the walls just look like a mural with different textures painted on.

I think Essel also mentioned something about using the "edges" or dark lines within a texture as the edge of an overhang or other architecture, that also helps with immersion. (See the light grey N_* texture in the upper left corner of Guard's shot.)
Last edited by Ænima on Mon Jan 12, 2015 6:54 pm, edited 1 time in total.
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