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Aug 20th, 2017
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  1. MAPPING FOR HERETIC
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  3. -No jumping or crouching can be used by player, so don't map for it
  4. -FLTSLUD1 liquid flood is generally expected to be damaging
  5. -false walls can be used (wall that looks solid but can be walked through), ideally used sparingly
  6. -Generally Use SW2OFF for your exit switch texture
  7. -wings of wrath item will allow players to fly temporarily.
  8. -Make sure if you let a player fly to an area they would not be able to escape without flying, provide a teleport exit or another wings of wrath in case their wings wear off while in that area
  9. -Plenty of 16, 24 and 32 wide pillars
  10. -Heretic mappers not afraid to work on diagonals, usually on snap 8, pillars often 22.3 wide (shown as 23 while dragging vertex)
  11. -not afraid to have dark areas, sometimes as low as 96 brightness
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  13. Outdoor areas sometimes as simple as 128 high and with flat wall leading to sky ceiling - see outdoor water area in E1M3
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  16. Buildings
  17. -buildings generally consructed in snap 16 and 8, with diagonal corridors with stairs often snap 8.
  18. -doors generally 64 wide, either 8 or 16 thick, with 8 or 16 wide strip either side.
  19. -small door building: 8 thick, with 8 thick strip either side
  20. -larger indoor building: 16 thick, with 24 thick strip either side
  21. -buildings generally with 24 or 16 thick walls. 24 to accomodate 8 thickness door with a strip of 8 thickness each side
  22. -interior rooms generally 88 - 128 high
  23. -Building floors generally 8 higher than ground level and FLOOR10 texture
  24. -corridors generally 64 wide, sometimes as tight as 48
  25. -Exterior small windows: lower section generally 32 above ground level (4 scrolls with mousewheel), window sector generally 32 high
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  27. Buildings usually with multiple vertical levels, stairways around the outside of a central room, giving the impression of height and multiple levels.
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  29. Reference map to check out: E1M5 - great buildings
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