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>> No.9212480 [View]
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9212480

>>9212420
lol its fine to discuss anon, i can be wrong. for example;
>AAAH I THOUGHT NO ONE WOULD LOOK IN VANILLA
lmfao my bad. I saw it while messing in GZDoom. yeah no one should notice it if they play with the right port. which reminds me, the dim lighting of the map + software rendered spectres is a nice combo.

>It is, the door is actually a lift, I should probably make that thicker, despite liking the gamey logic behind a thin lift better.
I understand you mean the one in the cave with the baron (which i think is fine as a lift, it even has a texture that stands it out). but I thought that whole area was inaccessible.
i went back to double check and again it was my bad, there is a pass-through midwall next to the passage that leads out of the outdoors area. pretty devious. maybe consider giving us a hint for that, or maybe dont. a lot of maps have secrets like this so its up to the creator.

>I wanted to theme supernatural/hellish objects with supernatural darkness
I think this is a really cool concept, but it might be hard to pull of if you only use pure blacks. See pic related; right sector isn't connected to the cave + blinks way too dark, so it looks like a mapping mistake. In comparison the blinking sector on the left looks decent.
Also for this effect to look more natural you could definitely try doing gradients. If the eye in the ambush room looked like this; https://i.imgur.com/HS3PDLC.png, I would be much more inclined to see it as the eye emitting darkness.
For consistency's sake, maybe consider making the blue skull's environment dark too (like the red skull, which i assume is the reason for the dark cave)
It might be too much for that room to have so many dark corners, but I'm sure you could figure something out like extruding that corner into a dark small mini-room with no door so the blue skull sticks out when the walls go down. or something like that

good luck anon

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