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(1 edit)

thanks!

Game artist/designer is Paranoid Cactus - I cannot cover the years of experience he has, but the usual Doom mapping rules apply:

  • shading using sector lighting
  • peaks of next section
  • give the map a sense of scale (see laval pools)
  • secrets!
  • some elevation to make it more interesting (caves are "below", vantage points are "higher" ...)

(2 edits)

Whoa... Cool! Kudos to him!


Also shit I wanted to reply but accidentally reported the comment, I'm so sorry, the buttons are right next to each other and I didn't pay attention 🤦

I updated the description of the report to say it's to be ignored, cus I can't find a way to eliminate it. Sorry again..