Thursday, January 21, 2016

Short Workflow

Short workflow video using recently uploaded resources. Fraps didn't capture the properties window, but the video is sped up to where you probably couldn't see what properties were being changed anyway.

Monday, January 18, 2016

Mapping Resource Section Added

I've uploaded a considerably large texture repository to the newly added mapping resources page.  The textures included in the Ed_C Texture Pack are in the sci-fi & tech base vein.  There was great care put into including useful cuts for commonly used heights and angles with a support texture for any occasion.  Included is a text file in which the only conditions for using the included materials is to issue due credit and to not use these in any retail product.  Also,  if you happen to find some use in these textures,  feel free to shoot me an email. I'd love to see them in action!

Monday, August 10, 2015

Warp House Update

Warp House is rounding down to the last of the major architectural work. I was hoping to see it released before the end of the year, but it's looking more like early next year for a release date. 

Sunday, July 19, 2015

Warp-House Screen-shots

Some screenshots from a map I'm working on.  It's taken a long time to get where it's at and it's going to be a long time still before it's done. The map uses only stock doom.wad textures  It's essentially The Shores of Hell on acid being eaten by some monolithic parasite.

Saturday, July 18, 2015

Playthrough: Smothered Hope w/ Brutal Doom v20

Play-through of Boom compatible map I made, 'Smothered Hope' using the Brutal Doom mod.

Map link: idgames

Brutal Doom: ModDB

GZDoom Builder - Vertex Slope Tutorial / Workflow

Some quick and dirty vertex slope terrain.  Usually I'll use a more careful hand in sculpting terrain, but this video demonstrates the fundamentals of working terrain into a UDMF format map.

As the video progresses, you can see that the entire business end of vertex slopes is essentially flood-filling larger sector boundaries with triangles. There are a couple of things to keep in mind that aren't mentioned in the video.

- Assign all the lighting and texture properties of your terrain before butchering it into a mesh.  It takes a lot more work to flesh in the small details when you're swimming in triangles.

- Monster/player collisions on slopes aren't exactly refined.  Areas with very dramatic height variations should be avoided where a lot of foot traffic is to be expected.

- The least amount of triangles you need to achieve the desired effect, the better.

GZDoom: Mapping Assets Pack

Short video showing some mapping assets in action.