They are palettes in the pal 26-29 range known as fogpals. They have been around for maybe 15+ years now but used to work a little differently, it used to be all you had to do was give the sector floor the pal IIRC, now it has to be applied to most every surface and object you want the tint on (but that is cool because it is more flexible). What they do is recolor Duke 3D's default visibility fog from black to white/red/green/blue respectively, and so of course that means it works in tandem with shading and visibility that have to be somewhat low otherwise there is nothing that will look colored. The stronger the shade/visibility, the more faded and closer to just a fullbright color (screen starts losing all detail around the shade 30 point, on that screenshot I am using shade 12, but in the screenshot with the intense blue fog corridor is like 27 and shows barely anything in the applied textures popping when the sector is in its dark state, since I'm using dynamic lights there, which all are awesome to combine with fogpals by the way).
Perro Seco, on 05 January 2026 - 09:13 AM, said:
I want to know what's your secret to make new maps almost everyday. Ghostmappers on your basement? Drugs?
Over the past few months, the rocket from Launch Facility has started to catch my attention too, and just like you mentioned in another thread, I also came to the conclusion it's based on a Saturn V. I'll see if I can recreate it too..., somewhere in the future..., unless I discover your secret for lightspeed mapping.
There is no secret but perservering and eventually all of the things just come together and shape into working blocks that stack, it is funny I was considering the witty comment that once you've made all of the possible mistakes to make in the editor then you've run out of them but it is such an endless well that getting to the bottom of it seems difficult, I'm still figuring out what optimal workflow is myself and a good example would be that very rocket in fact since I just had to rescale the entire thing after posting those screenshots, as upon playing I realized some of the sector work was just narrow scaled enough to kill Duke (in a way that is pretty niche and I couldn't foresee: angled stairs). Easy but now I have to recalculate absolutely all of the texturing and sloping of the structure, and so maybe a thousand sectors; I am halfway there now and using the chance for a detail/lighting/sound pass, but that is still maybe two hours I've wasted on a mistake and I'm still not done cleaning it up. But now I will keep it in mind as a possible problem in those specific conditions and remember to test similar areas first thing so it can't happen again, and those two hours I will gain back as many times as I will dodge every potential repeat in the future. If you really want to make what you're making then you will power through anything and experience is the sum of hard lessons - also about focus which is important to make time count - you want any moment in the editor spent towards a set task, even if that means time away until it is mentally clear and the exact method organized. Sometimes that seems out of control, for instance halfway through making Computer War 2024 I got stuck on the right idea to continue it at a precise moment for like two months until it matured. But you've been around, so you must know and I don't think I need to tell you. Also I very much am looking forward to seeing your version of the rocket.