E2M4 - Deimos Lab remake
RE: E2M4 - Deimos Lab remake
This is a constructive criticism, not the other post. Now I´ll try to answer each part of your post:
- I tried to put the pipes separately but now I see that its possible to join them in that way. Lets see if I find a texture that matches my expectations.
- Well, maybe I can give it a try, lets hope that it doesnt become a too clear map. Im also finding that is quite hard to apply shadows in the map where there are slopes in the ceiling.
- Top texture is good for that purpose but I see the side textures a bit clashy. Im using the same brick texture right now. Maybe some kind of destroyed brick?
Regards
- I tried to put the pipes separately but now I see that its possible to join them in that way. Lets see if I find a texture that matches my expectations.
- Well, maybe I can give it a try, lets hope that it doesnt become a too clear map. Im also finding that is quite hard to apply shadows in the map where there are slopes in the ceiling.
- Top texture is good for that purpose but I see the side textures a bit clashy. Im using the same brick texture right now. Maybe some kind of destroyed brick?
Regards
Last edited by Guardsoul on Sat Sep 14, 2013 9:42 pm, edited 1 time in total.
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RE: E2M4 - Deimos Lab remake
One thing you could try is using portals to separate the top half of the room from the bottom where you know the player will never be able to access. It may or may not be worth the effort depending on how much you've already built into the rooms, but from what I've seen, it shouldn't take too much more than copying the existing room over and making some modifications to make the portals work on both sides. After doing that, you can add detail to the ceiling and floor separately and with impunity.Guardsoul wrote:Im also finding that is quite hard to apply shadows in the map where there are slopes in the ceiling.
The idea is that generally when you forcefully pull out bricks from a wall, it's probably safe to assume that the cut isn't going to be clean and there'll be some extra mortar or grout left-over. Combining that with the dark outlines shaded onto STONE2, ASHWALL2 was the closest match I could come up with using stock resources. The point is: try using a darker texture for the sides of the bricks. As it is, the STONE2 that's there on the sides looks kind of odd IMO.- Top texture is good for that purpose but I see the side textures a bit clashy. Im using the same brick texture right now. Maybe some kind of destroyed brick?
Regards
Last edited by darkhaven3 on Sat Sep 14, 2013 9:48 pm, edited 1 time in total.
RE: E2M4 - Deimos Lab remake
True. But something that I dont like of portals is that there is a chance to become glitchy for software users (Im trying to be as software friendly as possible). The probability is bigger if it´s a large room or it has a very high ceiling.darkhaven3 wrote: One thing you could try is using portals to separate the top half of the room from the bottom where you know the player will never be able to access. It may or may not be worth the effort depending on how much you've already built into the rooms, but from what I've seen, it shouldn't take too much more than copying the existing room over and making some modifications to make the portals work on both sides. After doing that, you can add detail to the ceiling and floor separately and with impunity.
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RE: E2M4 - Deimos Lab remake
Agreed, portals can be a pain. If you're careful they work fine in software as long as you continually test everything, but frankly, like I said, it's probably not worth your effort.
RE: E2M4 - Deimos Lab remake
Fixing lightning issues and adding some effects.
Spoiler: Images (Open)
RE: E2M4 - Deimos Lab remake
Double posting again -_-.
Spoiler: Image (Open)
RE: E2M4 - Deimos Lab remake
Some of the new areas added to the map:
Spoiler: Image (Open)
RE: E2M4 - Deimos Lab remake
Quadruple posting (seriously...). Progress: around 70%, this weekend should be finished.
Spoiler: Image (Open)
Last edited by Guardsoul on Wed Sep 18, 2013 9:57 am, edited 1 time in total.
RE: E2M4 - Deimos Lab remake
I like that screenie. Might want to slope those SK_SNAKE textures though.
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RE: E2M4 - Deimos Lab remake
Last 2 images before the release.
Spoiler: Images (Open)
RE: E2M4 - Deimos Lab remake
Not sure does such a shiny texture as SHAWN2 fit in such a gritty environment. The hextiles in the first shot kind of suffer from scaling issues. Also, if glass is breakable here, you should demonstrate it to the player (make monsters break glass to ambush the player for instance?)
Last edited by Dusk on Fri Sep 20, 2013 4:57 pm, edited 1 time in total.
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RE: E2M4 - Deimos Lab remake
I like how this looks, looking forward to playing it when it's fully complete
RE: E2M4 - Deimos Lab remake
First beta is ready for the testing! Check the first post!
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RE: E2M4 - Deimos Lab remake
Nice map, Guarsoul, I tested it and the gameplay was original and awesome.
Does it the only map you'll remake ?
I think you need to do an entire wad :D
Does it the only map you'll remake ?
I think you need to do an entire wad :D
Last edited by fr blood on Sun Sep 22, 2013 5:59 pm, edited 1 time in total.
RE: E2M4 - Deimos Lab remake
Not sure if I´ll remake more levels, its hard to turn them into a modern map without breaking the original gameplay. But that doesnt mean a no!