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Textures
The goal for texturing was to use textures that evoked a grittier dungeon-like atmosphere to the map. The general theme was a medieval castle. To immerse the player, it was important that all of the textures seemed like they could be used cohesively in a real life space. Additionally, the textures needed to be applicable to the same time period of architecture. Many wads that worked for castles do not work for the same castle.
The textures used here were dirtier stone textures that would create the feeling of something older and forgotten.
I wanted to make choices with the textures that would help orient the player by making the base architecture flatter and points of note more colorful.

The bright copper was used to draw attention to points of coverage and make them stand out from the base architecture. The screenshot demonstrates Romero's design rule that when floor textures change, the height must also. Also, it demonstrates the rule that their should be transitional textures in between two changing textures. This is at the point where the grass ends, and the checkerboard pattern starts.
