dr_st Posted May 23, 2020 A blue Quietus flame? Now I've seen everything. 1 Share this post Link to post
NeoWorm Posted May 23, 2020 This works better than expected for one day project. 33 Share this post Link to post
ENEMY!!! Posted May 23, 2020 (edited) Is this a Prince of Persia remake by any chance? If so it looks very convincing so far. I wonder if you could pull off the crumbling floor panels in the Doom engine... Edited May 23, 2020 by ENEMY!!! 1 Share this post Link to post
NeoWorm Posted May 23, 2020 I am thinking of using models with some scripting. It will be probably over my scripting ability to make it really robust, but I think I can manage falling when you run over them. But right now, I don't even know if I continue with this. I've done first 3 textures something like 5 years ago, rest was done today. No idea when I get to work on it again. 1 Share this post Link to post
Doom_Dude Posted May 24, 2020 2 hours ago, dr_st said: What do the letters on the paper map mean? 2 hours ago, Gez said: (S)ecret, (B)ridge, and (L)ift, I suppose. What Gez said! 0 Share this post Link to post
damned Posted May 24, 2020 7 hours ago, Doom_Dude said: Are you always doing that sophisticated sketches before you start with mapping itself? :) 4 Share this post Link to post
Tormentor667 Posted May 24, 2020 17 hours ago, NeoWorm said: This works better than expected for one day project. Oh yes please! 2 Share this post Link to post
Doom_Dude Posted May 24, 2020 (edited) 2 hours ago, damned said: Are you always doing that sophisticated sketches before you start with mapping itself? :) Nope. I haven't done a sketch before starting in years. I just decided to give it a shot again after some of us were talking about sketching out the design for levels in another thread. Most of the sketches I've done in the past were just for particular rooms / areas. :) It turned out that 1 square on the graph paper works pretty well on the 128 grid in the editor. So when drawing the rooms in editor I kept to the grid but when I drew the outside / cave areas I ignored the grid for the most part. At first I started on the 64 grid but I found that it was pretty cramped, so I started over. Edited May 24, 2020 by Doom_Dude 1 Share this post Link to post
ketmar Posted May 24, 2020 @Doom_Dude the scetch looks like a map for some 2d platformer. ;-) 3 Share this post Link to post
Dragonfly Posted May 24, 2020 On the contrary, I'm getting huge DnD vibes from the sketch. :) 6 Share this post Link to post
Doom_Dude Posted May 24, 2020 6 hours ago, ketmar said: @Doom_Dude the scetch looks like a map for some 2d platformer. ;-) Hmmm, well if you say so. ;) I can kinda see that tho... 2 hours ago, Dragonfly said: On the contrary, I'm getting huge DnD vibes from the sketch. :) Yes, that is spot on for sure. :D 1 Share this post Link to post
NeoWorm Posted May 24, 2020 Basic falling tiles are in. They shake a little and than fall when you touch them. It's dirty and not even remotely what I would like, but it's a start. Chomper is only animated midtexture right now. Kinda don't know where to start with coding the functionality. I think I am missing only the gate as far as textures for dungeon part go. I will probably release it just as a resource pack when it's done. 12 Share this post Link to post
129thVisplane Posted May 25, 2020 I used all of my remaining brain power to teleport myself back to 2011 and started making a map. Spoiler 18 Share this post Link to post
printz Posted May 25, 2020 14 hours ago, NeoWorm said: Chomper is only animated midtexture right now. Kinda don't know where to start with coding the functionality. Can't you use slopes, attached surfaces and crushers? GZDoom should be smart enough to fit the teeth together. 0 Share this post Link to post
Pixel Fiend Posted May 25, 2020 (edited) Ancient Aliens is so darn beautiful that it continually keeps me from playing Doom Eternal. Edited May 25, 2020 by <<Rewind 17 Share this post Link to post
StalkerBlade Posted May 26, 2020 Here's a really shitty gif of something I started working on over the weekend. 21 Share this post Link to post
elend Posted May 26, 2020 @StalkerBlade Holy shit those lasers. Very awesome! Keep it up. 0 Share this post Link to post
Pixel Fiend Posted May 27, 2020 DOOM Eternal with pixelation shader VS DOOM II with pixelation shader. 7 Share this post Link to post
Lila Feuer Posted May 27, 2020 Hell To Pay is a delightfully 90's retail megawad by Wraith Corporation, the same team or so responsible for Perdition's Gate. Some very cool mapping ideas in this one actually, it's kind of like a fusion between TNT and Icarus. Spoiler 5 Share this post Link to post
dr_st Posted May 27, 2020 50 minutes ago, Lila Feuer said: it's kind of like a fusion between TNT and Icarus. The trident looks more like a fusion between the Hellstaff and the Firemace. 0 Share this post Link to post
Angry Saint Posted May 27, 2020 Waiting the launch of Space-X... why not making an Hopper painting in DooM? 16 Share this post Link to post
BluePineapple72 Posted May 28, 2020 5 hours ago, Angry Saint said: Waiting the launch of Space-X... why not making an Hopper painting in DooM? I want you to know that I love this 4 Share this post Link to post
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