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Lighting and Textures

Austin-Derrick edited this page Dec 17, 2020 · 3 revisions

For the lighting and texturing of my map, I decided to do all of the lighting and texturing after my grey box. I made a custom theme wad using the wads that I specify in the theme wad page. I wanted to first do all of the texturing for every geometry in my map, then I decided to do lighting.

I found that by having an almost "canvas" of brushes that have the textures that you want to use in a certain area can be incredibly helpful. All I did was make a few 128 x 128 brushes and put some of the common textures that I use throughout the map. This way I easily copy and past some of the textures instead of having to search for them every time.

Something that I believed worked well in my map, texture wise, was my environmental storytelling, in addition to consistency. For such a large map, I was worried that if I had too much geometry that I would be unable to make a cohesive map. Lucky I found that re-using the textures in certain areas was very helpful. However, since I wanted to make a map that I believe is unique to Quake, there were not a lot of wads that fit my ideas.

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