Rhaisher, on 23 January 2016 - 03:37 AM, said:
How did you 'measure' the height of the ceiling inside that sector covered by many doors in the first video? By the number of 'PagUp's/'PagDown's?
Being a novice mapper I enjoyed it quite a lot.
Yeah like said, mapster remember the heigh of the old sector. So just make your first *main sector* as high as it should be. And then start to do more sectores inside it. And I look a lot heightz of sectors, and manually put em to the same level.. Well, my working methods are not probably the best ones.....
CruX, on 23 January 2016 - 11:32 AM, said:
Nah, I wouldn't really say it's cramped but it also isn't meant to be really expansive anyway. Here's an in-game shot for comparison
I'm a bit particular about having believable scaling, so in some rooms there's going to be a lot of overhead clearance, and in others, not so much.
Also, with the building in the below shot complete, I'm officially done with half of this map now.
I really like screenshots of CruX's map. Looks enough old school to me. I'm gonna play it when it's done.
ck3D, on 23 January 2016 - 03:10 PM, said:
looking really nice. skimming through them made me feel like mapping again and also playing your mod (would be about time I'd find some time for that ; I've just been too busy for Duke altogether recently). I like the bits I caught with the photos of the corresponding real-life locations you were looking up for inspiration, not sure if you really meant to show them or if they just somehow ended up in the mix on the timeline or w/e. but that was pretty cool to get a glimpse of what you were trying to recreate.
Nice reply. And I kept those photos there for the reason. Because that map is based on real life location. It is pretty much ~99% correct compared to real life location. So I used a lot of photos / videos while making the map.