Yandros on 3/8/2016 at 22:45
I used that technique for the glyph walls in What Lies Below, but I generally don't like that approach as it's difficult to pull off well. I nearly always either cover a secret passage with an object like an armoire, or I do as Larry and John mentioned and make repeated sections using a different texture and have one of the sections be the door. It's also really good advice John gave about having secret doors be in shadow whenever possible as it makes them blend in a lot better.
Steele on 4/8/2016 at 00:57
So yeah, I wound up using NV's door, added more pipes and took the light out of there. Much harder to see, though -I- can still make out the door from the other end of the tunnel, which is about ~120 dromed units long. I managed to "hide" the valve into the pipe a little better, too, and pulled the cheap trick where you basically have to have your nose up to it to frob it so that people don't "accidentally" find the switch.
Thanks for the help, everybody! Hopefully I'll have something substantial to post in the "Upcoming" section in the next few weeks =)
LarryG on 4/8/2016 at 01:21
Quote Posted by Steele
... and pulled the cheap trick where you basically have to have your nose up to it to frob it so that people don't "accidentally" find the switch.
I would strongly advise against that. Those kind of tricks are uniformly complained about in the fan forum. Be reasonable. If you are going to use a valve as the switch, then so be it. That's a choice to use something that is right out in the open. If you want it harder to find, locate it where it is in shadow or partially obscured by something else, or use something else to trigger the door. But don't make it such that you have to stick your nose on it to frob it.
Steele on 4/8/2016 at 01:40
Quote Posted by LarryG
I would strongly advise against that. Those kind of tricks are uniformly complained about in the fan forum. Be reasonable. If you are going to use a valve as the switch, then so be it. That's a choice to use something that is right out in the open. If you want it harder to find, locate it where it is in shadow or partially obscured by something else, or use something else to trigger the door. But don't make it such that you have to stick your nose on it to frob it.
Hmm, fair enough!
john9818a on 4/8/2016 at 08:08
I think it would be rather difficult to hide a secret door from yourself. :p IMO players won't necessarily study the architecture in a specific room too much unless they already know there is a secret door in that room. Without some really good obscurity the studying of a room becomes less necessary to identify secret doors.
gamophyte on 5/8/2016 at 14:39
In a sewer setting you could have a nice 2d object (decal) of hanging moss or stain, that hides the edges. Then use Larry's suggestion further, maybe make 2-3 more decals around it to blend in. If you have never made a object, a 2d square is a great easy first object to learn the whole process. With newdark you can slap a PNG with native transparency on it and you have yourself a decal.