DoomGappy Posted June 9 Is sector art considered doomcute or is that a separate thing? And if it's separate, why don't we have a sector art thread? 1 Quote Share this post Link to post
Milkeno Posted June 13 (edited) Edited June 13 by Milkeno took a better comparison shot 20 Quote Share this post Link to post
Walter confetti Posted June 13 On 6/9/2024 at 5:08 PM, DoomGappy said: Is sector art considered doomcute or is that a separate thing? And if it's separate, why don't we have a sector art thread? Personally, i think it's a form of Doomcute and one of the earliest example, like sector fountains. 1 Quote Share this post Link to post
WASFDDDDD Posted June 16 (edited) On 6/12/2024 at 11:36 PM, Milkeno said: Well that's certainly impressive, but I think you'd need to use more custom textures (and different ones too) for it to actually look like hl2 Edited June 16 by WASFDDDDD 1 Quote Share this post Link to post
Milkeno Posted June 16 (edited) 7 minutes ago, WASFDDDDD said: Well that's certainly impressive, but I think you'd need to use more custom textures (and different ones too) for it to actually look like hl2 hl2 textures compress down to 128x128 suprisingly well depending on the texture, Another interesting thing you can do is a sort of voxel looking method with custom mid textures and good line placement for some props like the clock thing in more advanced ports like boom and dsda(you'd get weird graphical glitches with certain texture sizes on vanilla) I wonder if making the catwalk would be feasible with midtextures or if it would just be map spaghetti, I'll probably make a second hl2 demo next month exploring these more. Edited June 16 by Milkeno 1 Quote Share this post Link to post
WASFDDDDD Posted June 16 11 minutes ago, Milkeno said: hl2 textures compress down to 128x128 suprisingly well depending on the texture, Another interesting thing you can do is a sort of voxel looking method with custom mid textures and good line placement for some props like the clock thing in more advanced ports like boom and dsda(you'd get weird graphical glitches with certain texture sizes on vanilla) I wonder if making the catwalk would be feasible with midtextures or if it would just be map spaghetti, I'll probably make a second hl2 demo next month exploring these more. I think you'd need to use 3D floors for the catwalk, and slopes for the ceiling 0 Quote Share this post Link to post
Jayextee Posted June 16 Just now, WASFDDDDD said: I think you'd need to use 3D floors for the catwalk, and slopes for the ceiling Not in vanilla, which Milkeno did mention. 1 Quote Share this post Link to post
WASFDDDDD Posted June 16 (edited) 8 minutes ago, Jayextee said: Not in vanilla, which Milkeno did mention. That was said on a different topic, which I had not even known about before, but I do see where you're coming from now Either way, vanilla's not very good for advanced Doomcute anyways. I find UDMF works better for just about anything vanilla can do, but if staying vanilla-compatible is so important then the catwalk might just need to be dropped Edited June 16 by WASFDDDDD 0 Quote Share this post Link to post
ViolentBeetle Posted June 17 Some stuff from my Paint it Doom map. Motel parking lot: Motel room: Gas station shop: 13 Quote Share this post Link to post
Daytime Waitress Posted June 17 4 minutes ago, ViolentBeetle said: Some stuff from my Paint it Doom map. Motel room: Very bright, very 80's Miami. You're gonna put a chainsaw in the bathtub, yeah? 3 Quote Share this post Link to post
ViolentBeetle Posted June 17 7 minutes ago, Daytime Waitress said: Very bright, very 80's Miami. You're gonna put a chainsaw in the bathtub, yeah? I didn't think of it, but maybe I should. 4 Quote Share this post Link to post
Remmirath Posted June 18 (edited) Nothing bad ever happens in Brazil Edited June 18 by Remmirath 9 Quote Share this post Link to post
Molkirill Posted June 19 (edited) just started to learning doom mapping, and immediately began to make doomcutes (mostly due to my CAD skills). (~80% of used textures are vanilla, rest ones are taken from cc4-tex (sheet of paper, wires and anything that is white) and DN3D textures (file drawer and speakers.) (the only i still don't know is to which textures i should change floor, walls and celling among vanilla ones to make it look decent (in 2nd screenshot)). Edited June 19 by Molkirill minor fixes of text 14 Quote Share this post Link to post
ebartleby Posted June 19 An update to UDB recently added a function that would have made this thing 100x times easier to make. Anyway. The screenshots are from a slightly earlier version, which explains the wonky floor textures. This guy is Brucifer. He's some kind of hover-semi/barge. I love him like a son and he's probably gonna show up in a map someday. If you want to walk around it...here he is in WAD form. Complete with an horribly out of tune midi version of a song that I hope you will ''enjoy''. 8 Quote Share this post Link to post
WASFDDDDD Posted June 19 Just made a basic pickup truck for a Freedoom map I'm working on, it's not as impressive or good-looking as some of the other vehicles here but that's probably just because it's 100% vanilla and only uses vanilla Freedoom textures I haven't detailed the rest of the lot yet, but I'll be working on it 2 Quote Share this post Link to post
Daytime Waitress Posted June 19 2 hours ago, ebartleby said: Contra Hard Corps TC is coming along nicely. 0 Quote Share this post Link to post
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