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New barracks and refinery 
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The Undead Queen B
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Joined: Tue Feb 28, 2012 8:52 am
Posts: 85
Location: Austin, Tx.
Post Re: New barracks and refinery
Dusk wrote:
You sure love using that gray rust texture eh? Looks kind of monotonous, to be honest.


You read my mind.

=============


Try adding some silver "support" posts that are attached to the walls, or some floor lamps + ambient lighting. But I get that its your design and that you like it your own way, but just like dusk said, that grey rust texture looks kind of

Dusk wrote:
monotonous.


Sat Jan 19, 2013 3:41 am
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Joined: Fri Feb 17, 2012 4:02 pm
Posts: 178
Post Re: New barracks and refinery
Dusk wrote:
You sure love using that gray rust texture eh? Looks kind of monotonous, to be honest.


More important than this though.. they shouldn't lag :)


Sat Jan 19, 2013 6:52 am
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Joined: Wed Apr 14, 2010 4:34 pm
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Location: Finland
Post Re: New barracks and refinery
With varied, concious texture usage and lighting contrast you can make stuff look good without a lot of linedefs, getting a good framerate. In the screenshots it's all the same texture and all lighting is by dynamic lights which don't really add much and don't even exist in the software renderer.


Sat Jan 19, 2013 12:59 pm
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Post Re: New barracks and refinery
Waaaaay too much monotonous texture usage. The buildings so far are sloped blocks of grey.

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Tue Jan 29, 2013 12:34 am
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The Undead Queen B
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Joined: Tue Feb 28, 2012 8:52 am
Posts: 85
Location: Austin, Tx.
Post Re: New barracks and refinery
Monotonous is the new word of the day
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but moving on; the "monotonousness of the buildings isn't something really to rag on: less lag = happier players and since its really his design, I support your monotonousness 105%. just finish that obby. :U


Tue Feb 12, 2013 9:27 pm
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Sir Cameron McMackington III, Esq.
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Joined: Thu Jul 08, 2010 2:39 pm
Posts: 30
Post Re: New barracks and refinery
I fail to see how in a visual medium, the monotonousness of one's work isn't something to "rag on." If it's visually unappealing, that fact deserves to be pointed out.

The layouts are interesting (albeit that you can't really take credit for the layout), but they're also made of 3D floors which has proven in the past to be hilariously unhelpful to low-FPS players. The behavior of the force fields is nontrivial, as well. If it works like the retarded ones on Goatsex and Vangi's map, it means that any mines placed at that door will be tripped every time, 100% of the time, because there's no way of entry otherwise.

All in all, it looks really dark and dull with very few splashes of real color.


Fri Feb 15, 2013 5:32 pm
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Your local sprite tweaker
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Joined: Wed Apr 21, 2010 3:06 pm
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Post Re: New barracks and refinery
That last point is exactly a big consequence of absolute monotonousness. One texture for it all is, uh. Not enough.


Fri Feb 15, 2013 6:58 pm
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Joined: Sat Jul 03, 2010 11:03 pm
Posts: 1065
Location: British Columbia
Post Re: New barracks and refinery
Just FYI, textures have next to no performance impact compared to number of sectors used and number of sectors visible at a given time. That is, unless the textures are downscaled high-res textures like Renegade 2032 used to have. Therefore, there's no excuse to use one texture across the entire structure.

What really matters is number of sectors used and how many sectors are visible at a given time. Good texture work can do achieve the effect of a whole bunch of detail sectors.


Fri Feb 15, 2013 11:25 pm
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Joined: Fri Feb 17, 2012 4:02 pm
Posts: 178
Post Re: New barracks and refinery
Does any one of you hip guys have a better grouping for textures in doom builder ready ? I would like them grouped by color instead of name.


Sat Feb 16, 2013 2:24 am
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