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It took me 3-4 days to make this area in Hedon using GZDoom Builder. In Blender, I've been at it for two weeks and still have ways to go.
At this point I'm 100% sure that it's just unfeasible to use Blender as a main tool for building Haggard's levels, as it is just too bulky and slow to work with. I will have to employ a mix of TrenchBroom and Blender, with TrenchBroom really doing most of the heavy lifting, or else this will drive me insane.

So yeah, here's a shot of the docks area of the town, being slowly restored to its ancient days of glory. At least there is one thing I could never make in GZDoom, and that's a mid-air hanging pipeline.

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Comments

Anonymous

Looks cool AF though! I can't wait to see it with full lighting and everything!

Anonymous

Zan, I'm not sure if you know this, but Ultimate Doom Builder can export a doom map as a .obj 3d model. That could be a useful option for you. I've never used TrenchBroom, so I don't know how fast the workflow is compared to Doom Builder.

Zan the Bonebreaker

I did consider it, but I think it won't be required if I'm going to use TrenchBroom. But yeah, it's kinda hilarious how UDB is still so viable...