StalkerBlade Posted December 3, 2020 Can't have a Doom mod without some explosive barrels. 18 Share this post Link to post
hfc2x Posted December 3, 2020 1 hour ago, Marn said: Bro you might want to change your texture scaling options Crazy you only mention the texture scaling and not the entire screenshot being nightmare-inducing lol. 1 Share this post Link to post
Doom OG Posted December 3, 2020 (edited) 8 hours ago, Marn said: Bro you might want to change your texture scaling options Definitely. :) Thanks It was actually a texture pack I was using that was the issue. Edited December 3, 2020 by Doom OG 0 Share this post Link to post
Uni Posted December 3, 2020 @BreezeepWait do you have a copy of that map? I made it a long time ago and I thought nobody kept a copy of it, including me. I mean it's a weird map I felt doing after watching Tarnsman's Maximum Doom playthroughs. 5 Share this post Link to post
Breezeep Posted December 3, 2020 Yeah, I still have it sitting on my files. It's a really neat and unconventional map, and I was hoping you would share it around. 1 Share this post Link to post
Uni Posted December 3, 2020 Yeah I made it kinda 1994ish on purpose since I was on Tarnsman's Maximum Doom binge. I always wanted to update it a bit, making it slightly better-looking but I thought I destroyed all copies of it since it's really, like you said uncoventional. But I'm glad you kept a copy of that. Thanks for sharing. 1 Share this post Link to post
Walter confetti Posted December 5, 2020 @nueThat ICKWALL structure looks really good! It's pretty inspiring! @ketmarbeautiful lightning, especially for the first picture! 3 Share this post Link to post
SilverMiner Posted December 5, 2020 @ketmar Is it lightmaps or dynamic lighting? 0 Share this post Link to post
Breezeep Posted December 5, 2020 (edited) (ADDICTIV.wad, map01, map04, map05) Edited December 5, 2020 by Breezeep 27 Share this post Link to post
ketmar Posted December 5, 2020 5 hours ago, SilverMiner said: @ketmar Is it lightmaps or dynamic lighting? this is completely dynamic shadow maps. nothing was prebacked, it's all real-time. so yes, you can move light sources and the shadows will change accordingly. ;-) 4 Share this post Link to post
ketmar Posted December 5, 2020 (edited) @MidnightMage it is in git only, no public build with those yet. also, it is very WIP. it's playable, but still has problems with moire (which looks like banding ;-) and such. but don't worry, they will be included in the next public build, i won't tease you with those pictures without giving a way to try it at home. ;-) Edited December 5, 2020 by ketmar 2 Share this post Link to post
HQDefault Posted December 6, 2020 Finally getting some more progress done on my FarCry-inspired mod. It took a lot of fiddling but I think I finally have a sturdy foundation that'll allow me to get a one map demo out. 10 Share this post Link to post
nrofl Posted December 7, 2020 36 minutes ago, Argenteo said: Is that Phobos by Roger Ritenour? 0 Share this post Link to post
Argenteo Posted December 8, 2020 (edited) 28 minutes ago, nue said: Is that Phobos by Roger Ritenour? Yes, that beautiful mini-episode. Map 01 Hanger. I got shocked when I saw the takeoff. Edited December 8, 2020 by Argenteo 1 Share this post Link to post
nrofl Posted December 8, 2020 9 minutes ago, Argenteo said: Yes, that beautiful mini-episode. Map 01 Hanger. I got shocked when I saw the takeoff. Yeah. He was for sure ahead of his time 0 Share this post Link to post
JezChrist Posted December 8, 2020 Sorry for the quality, I run Doom in 4:3 with a very crispy look. 6 Share this post Link to post
QuotePilgrim Posted December 8, 2020 I did this silly thing. It's a skin for a Sokoban game, which is a game I have gotten quite obsessed with recently. The program's name is Sokoban YASC. I have a video of me solving this level, with instructions on how to apply the skin in its description. Here. 6 Share this post Link to post
Gez Posted December 8, 2020 35 minutes ago, QuotePilgrim said: It's a skin for a Sokoban game, which is a game I have gotten quite obsessed with recently. Then http://baghead.drdteam.org/stuff/zokoban.pk3 this may amuse you. (Run in any ZDoom-compatible port.) 1 Share this post Link to post
spineapple tea Posted December 8, 2020 (edited) On 10/27/2020 at 1:56 PM, N1ck said: To be released by this week. Damn, I completely forgot to work on this. I swear I'll release it by the end of this year. Edit: 420th post on Doomworld. Funny number haha. Edited December 8, 2020 by N1ck 0 Share this post Link to post
BassSlapper89 Posted December 8, 2020 -MAP03 - Diamondus Forest is complete. -TITLEMAP is added and completed. -I edited new textures for Colonius map and Industrius map. The Industrius map will be a brand new map. -Gonna start redesigning the existing map of MAP13 Coloniue tonight. MAP03 - Diamondus Forest TITLEMAP - I setup a camera that'll rotate around Jazz. 19 Share this post Link to post
MFG38 Posted December 9, 2020 A random, stupid idea for a map turns into a random, stupid map. I don't think I need to specify the thought behind this. Spoiler 8 Share this post Link to post
SpaceTrash Posted December 9, 2020 (edited) 4 hours ago, MFG38 said: A random, stupid idea for a map turns into a random, stupid map. I don't think I need to specify the thought behind this. Reveal hidden contents I hope those are all lower unpegged. I'm a filthy whore for Dev Textures - so here's some I've been working on. Obviously heavily influenced by the ones included with the Source Engine. Edited December 9, 2020 by OrbitalSpaceGarbage 10 Share this post Link to post
MFG38 Posted December 9, 2020 34 minutes ago, OrbitalSpaceGarbage said: I hope those are all lower unpegged. They're not, but in UDMF format, there's really no need for them to be either. You can set individual offsets for all the textures of a sidedef, which sort of eliminates the need for unpegging. Though I've just been auto-aligning the textures most of the time, which does the job more than well given the fact that I'm working with a single texture. 0 Share this post Link to post
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