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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?

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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.

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Posted (edited)
On 6/12/2024 at 11:36 PM, Milkeno said:

image.png.2e2eb3128c04fe0285e19d1aad2c520f.png

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 by WASFDDDDD

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Posted (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 by Milkeno

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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

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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.

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Posted (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 by WASFDDDDD

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4 minutes ago, ViolentBeetle said:

Some stuff from my Paint it Doom map.

 

Motel room:

doom296.png.3cc5b7a96a8458ba080614d6a88efd03.png

 

doom297.png.1d33fc1bb66209d716a3ba380181b642.png

 

 

Very bright, very 80's Miami.

You're gonna put a chainsaw in the bathtub, yeah?

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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.

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Posted (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)).

Screenshot_Doom_20240618_235136.png

Screenshot_Doom_20240619_162456.png

Edited by Molkirill
minor fixes of text

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Screenshot_Doom_20240619_135729.png.def5e2fe5e7a64987624d38649ad4bcb.pngScreenshot_Doom_20231119_110214.png.961ea2ae38ee7a4ee8fa30c7847ee944.png

 

Screenshot_Doom_20231119_110139.png.4c450cbc38b59199a76ed770a4e2cd8d.png

 

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''.

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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

Screenshot_Doom_20240619_125154.png

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