E2M4 - Deimos Lab remake

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Guardsoul
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RE: E2M4 - Deimos Lab remake

#21

Post by Guardsoul » Sat Sep 14, 2013 8:37 pm

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
Last edited by Guardsoul on Sat Sep 14, 2013 9:42 pm, edited 1 time in total.

darkhaven3
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RE: E2M4 - Deimos Lab remake

#22

Post by darkhaven3 » Sat Sep 14, 2013 9:48 pm

Guardsoul wrote:Im also finding that is quite hard to apply shadows in the map where there are slopes in the ceiling.
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.
- 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
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.
Last edited by darkhaven3 on Sat Sep 14, 2013 9:48 pm, edited 1 time in total.

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Guardsoul
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RE: E2M4 - Deimos Lab remake

#23

Post by Guardsoul » Sat Sep 14, 2013 9:56 pm

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.
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.

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RE: E2M4 - Deimos Lab remake

#24

Post by darkhaven3 » Sat Sep 14, 2013 11:43 pm

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.

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Guardsoul
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RE: E2M4 - Deimos Lab remake

#25

Post by Guardsoul » Sun Sep 15, 2013 12:02 am

Fixing lightning issues and adding some effects.
Spoiler: Images (Open)
Those lights at the corners will go up and down continualy. Floor texture has changed!
Image

Light contrast should be better now. I have also destroyed the door lights.
Image

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RE: E2M4 - Deimos Lab remake

#26

Post by Guardsoul » Sun Sep 15, 2013 11:07 am

Double posting again -_-.
Spoiler: Image (Open)
Broken bridge over a pool full of acid. Tip: Breakable windows!
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RE: E2M4 - Deimos Lab remake

#27

Post by Guardsoul » Mon Sep 16, 2013 6:03 pm

Some of the new areas added to the map:
Spoiler: Image (Open)
Still under development
Image

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RE: E2M4 - Deimos Lab remake

#28

Post by Guardsoul » Wed Sep 18, 2013 9:56 am

Quadruple posting (seriously...). Progress: around 70%, this weekend should be finished.
Spoiler: Image (Open)
OMG, that cant be good!
Image
Last edited by Guardsoul on Wed Sep 18, 2013 9:57 am, edited 1 time in total.

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RE: E2M4 - Deimos Lab remake

#29

Post by Ænima » Wed Sep 18, 2013 5:56 pm

I like that screenie. Might want to slope those SK_SNAKE textures though.
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Guardsoul
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RE: E2M4 - Deimos Lab remake

#30

Post by Guardsoul » Fri Sep 20, 2013 4:44 pm

Last 2 images before the release.
Spoiler: Images (Open)
Infected surrounding corridors
Image

Oh my... what was the UAC doing?
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RE: E2M4 - Deimos Lab remake

#31

Post by Dusk » Fri Sep 20, 2013 4:54 pm

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

#32

Post by Watermelon » Fri Sep 20, 2013 7:47 pm

I like how this looks, looking forward to playing it when it's fully complete

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Guardsoul
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RE: E2M4 - Deimos Lab remake

#33

Post by Guardsoul » Sun Sep 22, 2013 4:55 pm

First beta is ready for the testing! Check the first post!

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fr blood
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RE: E2M4 - Deimos Lab remake

#34

Post by fr blood » Sun Sep 22, 2013 5:56 pm

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
Last edited by fr blood on Sun Sep 22, 2013 5:59 pm, edited 1 time in total.

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Guardsoul
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RE: E2M4 - Deimos Lab remake

#35

Post by Guardsoul » Sun Sep 22, 2013 8:09 pm

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!

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