e1m1

gyp1m1

e1m1

gyp1m1

I know it's not perfect and it's brushpornalicious but, whatever. My rspeeds are fine and I like contours. Due to the angles it was practically impossible to get that one part to line up correctly with the texture turned 90 degrees. I split the difference and did it the way you see because out of the 2 ways this looked cleaner.
e1m1

gyp1m1

e1m1

gyp1m1

I don't like my "blocker" hills on the side. I'm going to work on them. It's really hard to get good organic shapes with brushes. Also, no there is no lift there in my map. You drop down and there is no going back. E1M1 was nothing more than a map to introduce you to the gameplay of quake. We all know how to play quake. I have the same secret and pickup spots as e1m1 does in the first room with just a huge twist on architecture for those spots. Actually the secret is identical. Took forever to get that second "door" to look like the first one (regarding illumination). If you know how to map and you're familiar with the "bait and switch" of doors for that secret, you know what I'm taking about.
e1m1

gyp1m1

yuck, I never actually turned around before, lol. I didn't realize the red light was all square and crazy strong.
To be clear: I'm not trying to say my map is better than e1m1. How could it be better? It's the same map just brushporned. I'm doing NOTHING more than contrasting the differences.
This is currently every light in my entire map...lol. Yep, all in one spot.

Thanks to tyrUtils and _surface I don't have to waste a bunch of time placing lights and I don't have to spend anytime worrying if my lights have consistent values. I click the light that I applied to a specific texture, change the values and it changes it everywhere that texture appears. Done. If I needed to use an already "_surfaced" texture with different light values, I would just duplicate it in the wad, name it something else and treat it like a new _surface.
I still have a ways to go with this but, most of it is getting the light just right. I have prefabbed the shit out of this map. The rest of the map is practically going to build itself. Using e1m1 as inspiration and sticking pretty close to the original layout is like paint by numbers.

gyp1m1

e1m1

gyp1m1

I know it's not perfect and it's brushpornalicious but, whatever. My rspeeds are fine and I like contours. Due to the angles it was practically impossible to get that one part to line up correctly with the texture turned 90 degrees. I split the difference and did it the way you see because out of the 2 ways this looked cleaner.
e1m1

gyp1m1

e1m1

gyp1m1

I don't like my "blocker" hills on the side. I'm going to work on them. It's really hard to get good organic shapes with brushes. Also, no there is no lift there in my map. You drop down and there is no going back. E1M1 was nothing more than a map to introduce you to the gameplay of quake. We all know how to play quake. I have the same secret and pickup spots as e1m1 does in the first room with just a huge twist on architecture for those spots. Actually the secret is identical. Took forever to get that second "door" to look like the first one (regarding illumination). If you know how to map and you're familiar with the "bait and switch" of doors for that secret, you know what I'm taking about.
e1m1

gyp1m1

yuck, I never actually turned around before, lol. I didn't realize the red light was all square and crazy strong.
To be clear: I'm not trying to say my map is better than e1m1. How could it be better? It's the same map just brushporned. I'm doing NOTHING more than contrasting the differences.
This is currently every light in my entire map...lol. Yep, all in one spot.

Thanks to tyrUtils and _surface I don't have to waste a bunch of time placing lights and I don't have to spend anytime worrying if my lights have consistent values. I click the light that I applied to a specific texture, change the values and it changes it everywhere that texture appears. Done. If I needed to use an already "_surfaced" texture with different light values, I would just duplicate it in the wad, name it something else and treat it like a new _surface.
I still have a ways to go with this but, most of it is getting the light just right. I have prefabbed the shit out of this map. The rest of the map is practically going to build itself. Using e1m1 as inspiration and sticking pretty close to the original layout is like paint by numbers.
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