BassSlapper89 Posted January 3, 2020 Started redesigning Map05: Medivo Castle for Jazz Jackrabbit Doom 25 Share this post Link to post
Jimmy Posted January 4, 2020 The atmosphere in those shots is absolutely awesome. What texture pack is being used there? 0 Share this post Link to post
Danz Posted January 4, 2020 (edited) On 1/4/2020 at 10:50 PM, Jimmy said: The atmosphere in those shots is absolutely awesome. What texture pack is being used there? Expand Thanks Jimmy :) They are Knave textures that I ported from a custom Quake 1 mappack. I'll be releasing a separate wad when I finish these maps. Edited January 4, 2020 by Danz 9 Share this post Link to post
Steve D Posted January 5, 2020 A map I'm working on for E1M2 of Ultimate Doom In Name Only. 27 Share this post Link to post
Linguica Posted January 5, 2020 On 1/5/2020 at 1:27 PM, AnotherGrunt said: MBF 2.04 Widescreen Edition: Expand This reminds me of one of my long-time musings: couldn't one render software Doom viewpoints to textures inside a box like one would do for a skybox, and then have a normal 3D camera view at the center of the "skybox" so you could have arbitrarily wide FOV? 3 Share this post Link to post
AnotherGrunt Posted January 5, 2020 On 1/5/2020 at 2:53 PM, Linguica said: couldn't one render software Doom viewpoints to textures inside a box like one would do for a skybox Expand Don't forget that Doom software renderer doesn't perform perspective correction. 1 Share this post Link to post
TwinBeast Posted January 5, 2020 Making some level, some hellish castle and rocks with a few spines here and there. Having a little nose bleed after the combat. What's behind the pillar... 27 Share this post Link to post
GrogLoopy Posted January 5, 2020 (edited) some screenshots for my upcoming Boom compatible megawad titled "Project: Zero" (currently 2/32 are done, map03 is in progress) map01: Amnesia Map02: SOS Map03: Sentinel Fortress Edited January 5, 2020 by GrogLoopy forgot to include the title and the fact it's boom compatible 20 Share this post Link to post
nrofl Posted January 5, 2020 On 1/5/2020 at 9:04 PM, GrogLoopy said: Expand This one caught my eye the most by far, good work! 5 Share this post Link to post
seed Posted January 5, 2020 Same here, loving the atmosphere in that area despite its apparent simplicity. 2 Share this post Link to post
nrofl Posted January 5, 2020 On 1/5/2020 at 9:10 PM, seed said: Same here, loving the atmosphere in that area despite its apparent simplicity. Expand I think it might be the sky texture 4 Share this post Link to post
GrogLoopy Posted January 5, 2020 On 1/5/2020 at 9:43 PM, nue said: I think it might be the sky texture Expand I made the sky texture from the Doom 1 episode 1 sky mountains, desaturated it, turned down the brightness, cropped it and then added in a star background. as of right now it's also the titlescreen, but that's not permanent. 3 Share this post Link to post
nrofl Posted January 5, 2020 On 1/5/2020 at 9:48 PM, GrogLoopy said: I made the sky texture from the Doom 1 episode 1 sky mountains, desaturated it, turned down the brightness, cropped it and then added in a star background. as of right now it's also the titlescreen, but that's not permanent. Expand Actually if you dont mind can you post it here? I really like it. 1 Share this post Link to post
GrogLoopy Posted January 5, 2020 On 1/5/2020 at 10:11 PM, nue said: Actually if you dont mind can you post it here? I really like it. Expand 12 Share this post Link to post
Bridgeburner56 Posted January 6, 2020 Work from the last week or so on the penultimate map for episode one of The Age of Hell: Hexstone Citadel 56 Share this post Link to post
andrewj Posted January 6, 2020 On 1/5/2020 at 2:53 PM, Linguica said: This reminds me of one of my long-time musings: couldn't one render software Doom viewpoints to textures inside a box like one would do for a skybox, and then have a normal 3D camera view at the center of the "skybox" so you could have arbitrarily wide FOV? Expand Do you mean that the skybox is drawn with a 3D renderer? You are still limited to about 179 degrees of FOV, whereas the software renderer can have unlimited FOV, like 720 degrees if you wanted (whole scene repeated twice). Also the DOOM software renderer couldn't make the top and bottom of a skybox, which it probably would need (assuming the normal vertical FOV) when looking at 45 degrees. 1 Share this post Link to post
[Vitz!] Posted January 6, 2020 (edited) Managed to make a cool effect for that deep sludge thing I posted in the other topic. Edited January 6, 2020 by [Vitz!] 6 Share this post Link to post
Castelia Posted January 6, 2020 (edited) Wherever you are, whatever you're doing, John Romero always watches. You might also notice I'm using Eevee's mugshot set. Edited January 6, 2020 by Castelia 17 Share this post Link to post
Boaby Kenobi Posted January 6, 2020 I only plan on adding a few more items to it and then for me my Doom collection will be complete. I think any fans of Doom would love to have the original 1993 mail-order version and obviously I would like to have that but it's not really something I'm actively looking for right now. I am going to be looking for the Korean release of Doom 3 soon, the PC big box version as I do love those boxes, and there's a couple of more things and then for me my collection will be complete and I probably wont be looking to acquire any more stuff. 14 Share this post Link to post
Crunchynut44 Posted January 7, 2020 (edited) More 2 hour speedmaps because I deadset have no life. (Palette pilfered from Syringe) Edited January 7, 2020 by Crunchynut44 37 Share this post Link to post
Slipgate Tourist Posted January 7, 2020 (edited) I'm currently playing the fun and beautiful Syringe wad: Reveal hidden contents Edited January 9, 2020 by Slipgate Tourist 21 Share this post Link to post
VanaheimRanger Posted January 7, 2020 On 1/7/2020 at 11:46 AM, Slipgate Tourist said: Expand I love how this new vine midtexture lines up with the vanilla one. 1 Share this post Link to post
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