Remmirath Posted March 29, 2018 (edited) Let's keep the fire lit, shall we? Edited March 30, 2018 by Remmirath 19 Quote Share this post Link to post
Evolution Posted March 29, 2018 The pics look fantastic - nice work folks. 2 Quote Share this post Link to post
Xaser Posted March 30, 2018 Puttin' on my Critical Hat: That bridge looks fantastic (as expected; it's the focal point), as does the glowing lava below, but the cliffs leave much to be desired. They're practically a straight line parallel to the bridge, and the ceiling height is uniform, making it look like a square hallway with a sky ceiling rather than a natural canyon. 8 Quote Share this post Link to post
boris Posted March 30, 2018 7 hours ago, Xaser said: Puttin' on my Critical Hat: That bridge looks fantastic (as expected; it's the focal point), as does the glowing lava below, but the cliffs leave much to be desired. They're practically a straight line parallel to the bridge, and the ceiling height is uniform, making it look like a square hallway with a sky ceiling rather than a natural canyon. What destroys the illusion of naturalness for me are the small lava streams. It looks like they are just straight lines perpendiculat to the canyon. That's nitpicky, though, but I guess that's allowed on a project that claims to deliver "top-tier level design" ;) 2 Quote Share this post Link to post
Phade102 Posted March 30, 2018 21 minutes ago, boris said: What destroys the illusion of naturalness for me are the small lava streams. It looks like they are just straight lines perpendiculat to the canyon. That's nitpicky, though, but I guess that's allowed on a project that claims to deliver "top-tier level design" ;) All the screenshots are works in progress, subject to change at any time. 0 Quote Share this post Link to post
Bauul Posted June 23, 2018 (edited) Update: June 23rd 2018 Progress with Elementalism continues at a steady pace. Since the original post, we've continued work on three Fire Episode maps (Fire 2, Fire 3, and Fire 4) and two new Dark Episode maps (Dark 1 and Dark 2). Fire 2 and Fire 3 especially were two of the biggest and most technologically complex maps planned, so having them complete will be a big milestone. We've also added a few of the new enemies planned, created new code to reduce the rendering glitches in portals and enable spinning platforms, and added one more weapon: the Air Episode weapon. Created by Gutawer, it's best described as a medium-power forking rail-gun. Brilliant against swarms of lower tier enemies, but wasted on lone powerful foes. A few new screenshots: Fire 2 Fire 2 Fire 3, with PBR Material enhanced marble walls Dark 1 Dark 2. The gooey mass has a material effect so it glistens as you run past it. Air Episode weapon being tested on imps Edited June 24, 2018 by Bauul 29 Quote Share this post Link to post
Tristan Posted June 23, 2018 Not sure about that dark 2 room to be honest. Left hand wall looks kinda plain and although the angle is a bit awkward the texture for the front of the steps doesn't seem to match the sides? 3 Quote Share this post Link to post
Bauul Posted June 23, 2018 16 minutes ago, Eris Falling said: Not sure about that dark 2 room to be honest. Left hand wall looks kinda plain and although the angle is a bit awkward the texture for the front of the steps doesn't seem to match the sides? That Dark 2 room is still work in progress, it's more just an example of the theme we're going for. 1 Quote Share this post Link to post
Aquila Chrysaetos Posted June 23, 2018 Eris is right, it looks a little strange and a tad boring. I really like the color of the room there, though, that rich violet, it's my favorite color. Since Bauul beat me to the punch, now I can ask you to keep that violet aesthetic for the theme there. 1 Quote Share this post Link to post
StormCatcher.77 Posted June 24, 2018 @Bauul Level design is absolutely outstanding!! For me, this is the most expected project. 2 Quote Share this post Link to post
MFG38 Posted June 24, 2018 My excitement has only increased with seeing those new screenshots, especially the Dark 1 one. 1 Quote Share this post Link to post
Poncho Posted June 24, 2018 I'm loving the use of colours, especially the purple. Though, it that a misalignment on the right side of Dark 2? In any case, looks really good. Keep up the fab work. 0 Quote Share this post Link to post
Aquila Chrysaetos Posted June 24, 2018 That looks like an alignment change punctuated by a transition texture to me. 0 Quote Share this post Link to post
Phade102 Posted July 16, 2018 Just wanted to add this screenshot quickly to let you all know this is still very actively being worked on. this is a screenshot from one of the maps i'm making. 18 Quote Share this post Link to post
elend Posted July 16, 2018 I've seen this the first time now and glancing at the first post... jesus, amazing. 3 Quote Share this post Link to post
KVELLER Posted July 16, 2018 11 hours ago, Phade102 said: Just wanted to add this screenshot quickly to let you all know this is still very actively being worked on. this is a screenshot from one of the maps i'm making. * pic * It looks like a freaking Quake screenshot. 1 Quote Share this post Link to post
Phade102 Posted July 17, 2018 9 hours ago, KVELLER said: It looks like a freaking Quake screenshot. Is that a good thing....or....? =D 0 Quote Share this post Link to post
KVELLER Posted July 17, 2018 6 hours ago, Phade102 said: Is that a good thing....or....? =D Of course it is a good thing! 0 Quote Share this post Link to post
Bauul Posted September 2, 2018 (edited) Update: September 2nd 2018 We are extremely excited to announce that @Bridgeburner56 has officially joined the Elementalism team! His work on the upcoming Age of Hell megawad blew us away, and his unique mapping style is a perfect fit for the project. We're thrilled to have him on-board, and he's fit right into the team. Like a proper champ, he's even taken on one of the most challenging mapslots we have: the last main level of the intimidating Dark episode, D4. Check out some of his work-in-progress shots below: D4 work-in-progress, by Bridgeburner D4 work-in-progress, by Bridgeburner D4 work-in-progress, by Bridgeburner D4 work-in-progress, by Bridgeburner Elsewhere, we now have the first finished map of the Air episode: A1, Antediluvian's Wall, by me. This episode takes place across floating islands suspended over an infinite sky. But don't worry, falling off is merely a teleport back to solid ground! A1: Antediluvian's Wall, by Bauul A1: Antediluvian's Wall, by Bauul A1: Antediluvian's Wall, by Bauul A1: Antediluvian's Wall, by Bauul A1: Antediluvian's Wall, by Bauul A1: Antediluvian's Wall (detail), by Bauul (animated gif) Dreadopp has nearly finished D1 too, and it features some wonderfully creepy encounters. Definitely a map to keep you on your toes! D1 work-in-progress, by Dreadopp D1 work-in-progress, by Dreadopp D1 work-in-progress, by Dreadopp D1 work-in-progress, by Dreadopp Remmi's continuing to work through F3 (which is shaping up to be the biggest map we have so far), while Dragonfly is heads-down getting Eviternity ready to coincide with the launch of OTEX, but will be back on Elementalism in the new year. Finally, I'm making a tentative start on D3, my Dark episode entry. Creepy tech-bases incoming! D3 proof-of-concept (unlikely to actually appear in a level), by Bauul Edited September 28, 2018 by Bauul 34 Quote Share this post Link to post
AL-97 Posted September 2, 2018 I understand that this megawad is pretty far away with the much of work still waiting to be done, yet I can't help but be curious about how this is gonna play. Is this gonna be an exploration-heavy or will it play in a more straightforward way? Eternal Doom or Speed of Doom? What about the fights? Sunder or Memento Mori? 1 Quote Share this post Link to post
Bauul Posted September 2, 2018 @AL-97 It'll play quite straightforward. We're targeting pretty classic gameplay: no extremes in any direction. We've a rough internal target that each map on a blind playthrough will take between 10 to 30 minutes. So not too tiny, but nothing too over the top either. Monster encounters will be challenging but not slaughterish: interesting and memorable more than impossibly difficult or lengthy. Basically we're aiming for something that looks as advanced as we can make it, but plays like a classic megawad that everyone can enjoy. 9 Quote Share this post Link to post
Dragonfly Posted September 2, 2018 To clarify, 22 minutes ago, Bauul said: no extremes in any direction doesn't mean there isn't variety. Some levels are linear, some are open exploration, some are highly focused on combat while others are more exploration based, and some maps are a healthy all-round mix. :) 6 Quote Share this post Link to post
Bauul Posted September 2, 2018 (edited) 1 hour ago, Dragonfly said: To clarify, doesn't mean there isn't variety. Some levels are linear, some are open exploration, some are highly focused on combat while others are more exploration based, and some maps are a healthy all-round mix. :) Oh yes, totally. I just meant there won't be extremes. Not quite The Given nor Pale Monument. But certainly lots of variety. Edited September 2, 2018 by Bauul 1 Quote Share this post Link to post
Teder Posted September 2, 2018 (edited) Wow I see this by the first time! This weekend was just groundbreaking for me: DOOM 3 PBR with parallax, Slayer Chronicles and this thread now! Looking at those screenshot I just can't belive it how great are there. Full of mood, colors, details, amazing skill with mapmaking, models, new pbr technics - just amazing! Edited September 2, 2018 by Teder 3 Quote Share this post Link to post
NightFright Posted September 2, 2018 Absolutely beautiful screenshots. Stunning sceneries. If there is a showcase wad for GZDoom in 2019, this one is going to be the first one I know about for sure. I am also glad to read you are not going down the slaughter map path. These maps are supposed to be enjoyed and not just be playgrounds for mindless mass butchering. Will keep all my fingers crossed for you guys to achieve a smooth release without bugs and delays! 3 Quote Share this post Link to post
Firedust Posted September 2, 2018 Holy carp. Bridgeburner's map looks badass! 3 Quote Share this post Link to post
Catpho Posted September 2, 2018 Bridgeburner looks like he was born for this :) 2 Quote Share this post Link to post
Pure Hellspawn Posted September 3, 2018 Bridgeburner may very well earn a nomination for a Mapper of the Year Award. 2 Quote Share this post Link to post
Kristian Nebula Posted September 19, 2018 Very exciting-looking project! I have to say that it's really nice to see someone implement the four elements into DOOM like this. When I was working on the Brotherhood of Ruin in 1999-2001 I considered adding a theme of them into the wad in a pure mayan-aztec environment, but due to lack of my skill in scripting at the time and technology it proved to be too big an endeavour for me alone. Nice to see it happen in a bit different scope! :) 3 Quote Share this post Link to post
enderandrew Posted September 26, 2018 I love the concept and the use of GZDoom features to put out some really impressive looking maps. 0 Quote Share this post Link to post
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