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Intermission Map - Eviternity (COMPLETE, No HD yet) (GZDoom)


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WOAH!! I LOVE this, great stuff @oliacym! Sorry to hear you burned out but the end result is absolutely phenomenal, at least from my (rather biased) perspective. If you don't mind me asking, how long did this take all-in-all to produce? And what tools / methods are you using to go about this, too?

Edited by Dragonfly

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Cool stuff.
Now I wonder, how would intermission maps look like for more abstract wads, like Sunlust, or other Ribbiks' wads. 

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8 minutes ago, Dragonfly said:

WOAH!! I LOVE this, great stuff @oliacym! Sorry to hear you burned out but the end result is absolutely phenomenal, at least from my (rather biased) perspective. If you don't mind me asking, how long did this take all-in-all to produce? And what tools / methods are you using to go about this, too?

 

Wow, thank you! :) Well I tried to do this one justice, as unofficial megawads go it seemed the next logical choice, I'd not played it before but it was a great excuse to. Absolutely beautiful, top to bottom, I'm not much of a mapper but I could see the ingenuity throughout. I particularly liked the circuit completion stuff in MAP10 :D Yeah, one of my new favourites for sure and I really didn't want to mess too much with what was there like I did for Evolution/Sigil. Hats off. :)

 

The burnout's just temporary because it just took a little longer than it should have, I was struggling to find my thread, possibly due to some back trouble I was having and partly because I was paranoid about doing it justice. All told? I think this was about two weeks, that seems to be about average for a 30-level megawad. That's not solid time obviously, that's with work and kids, lol.

 

As for software, the base scenes I put together using Daz Studio and whatever assets I can pull together (I'm behind on my credits files I try to include in these). Some of them, especially Doomguy, come from Doom Eternal specifically. Anything like that that's not native to Daz, I import and pose in Blender, then import that into Daz as an OBJ. Once I have the static scene composed in Daz, I render and add animation with Photoshop, or in Daz itself if I want actual scene elements to move, like the chains in Episode 5. These get rendered as image sequences (with a mask applied so that I only render the part of the image that animates), paletted and resized using Photoshop Actions (I tried to automate as much of this as possible, otherwise I'd be dead lol), and then they're ready for Slade.

 

Some of the background stuff like rippling water I ended up doing in After Effects and putting on a back layer, but then I can import and render the sequence from Photoshop in the same way.

 

I think that's it, but please let me know if you need to know anything else, I've probably skimmed it a bit. But again, thank you so much for the kind words, it means a lot, and thank you for Eviternity. It lived up to the hype :)

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6 minutes ago, Llednar said:

Cool stuff.
Now I wonder, how would intermission maps look like for more abstract wads, like Sunlust, or other Ribbiks' wads. 

 

I'm considering Sunlust actually, another very good-looking beast.

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These look fucking epic! There's sort of a late '90s CRPG aesthetic to them and I'm all for that.

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28 minutes ago, MFG38 said:

These look fucking epic! There's sort of a late '90s CRPG aesthetic to them and I'm all for that.

Yeah, getting a big bang of Baldur's Gate/Icewind Dale off of 11-15.

 

Cool to see @Fabricator get their own screen, too (31).

 

I'm really glad you're not stopping with just the IWADs, oliacym .

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Deserves the heart, so im glad im the 15th liker to the OP.

 

This stuff looks sick and it gives it that 90's professional CGI look so omni-present from that time. It befits these kinds of WADsets really well.

 

So: When is Ancient Aliens/Epic 2''s turn? :P

 

Great idea.

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4 hours ago, oliacym said:

ENDPIC

ENDPIC.png.6dc6c938b202d73d96242ec700f73a8f.png

Not going to lie, this one makes me kind of uncomfortable: Doomguy looks like he is the villain here. :S

 

The others pics are great, even if the CG art and Doom Eternal assets clash with Classic Doom art. Good job, overall!

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26 minutes ago, Rudolph said:

Not going to lie, this one makes me kind of uncomfortable: Doomguy looks like he is the villain here. :S

 

Ha ha ha perfect, thank you! :D

 

The clash of styles, yeah I know what you mean, it's purely because I'm not good/patient enough at either spriting or modelling lol. :D The Eternal model is my go-to for a Doomguy these days!

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1 hour ago, oliacym said:

Ha ha ha perfect, thank you! :D

Oh, that was the desired effect all along? Never mind, then.

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It wasn't fully intentional, but I did want it to look like "It's time to pay up", with Doomguy being like a merciless agent of retribution. If he actually looks like the antagonist or it makes the viewer uncomfortable, that's even better, like you almost feel sorry for the actual bad guy.

Edited by oliacym

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  • 3 weeks later...

Absolutely love your work (as ever)! As another person who has been haunted by Eviternity since earlier this year (to the extent of burning out a little) I am very happy to see you could actually get the stuff completed!

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  • 8 months later...

Hey,  I first of all I would like to absolutely praise your work!  I consider your maps for DOOM 2 absolutely ESSENTIAL to the game!!! It gives the levels a sense of progression through the world which helps orient the player a bit which i felt was lacking from its commercial release.  Its a bit funny because I'm not really sure The original doom really needed intermission screen maps all that much, but when I got to doom 2 I really missed them, especially because doom 2's environmental story telling is not half as strong as the original games.   Your work fixes that completely and I no longer feel its the rushed non essential sequel that I originally felt when playing it and it makes the game feel much more complete.  That you've created map sets for all the official doom campaigns is great because now they all feel like a cohesive piece of work rather then just random levels thrown at someone to generate cash.  Unfortunately one episode now stands out as not being as complete as the others and thats THY FLESH CONSUMED!  I resorted to using this mod to prevent it from feeling completely out of place, but its not half as professional as yours are and the styles kind of clash.  If you would consider making a proper intermission screen for THY FLESH CONSUMED I think a lot of fans would be happy- great work and I hope you produce more in the future, your work on the eviternity maps are also excellent, i wasnt going to try it out until I saw that you made some maps for it and afterwards felt compelled to try it, so congratulations!  Especially on your doom 2 maps which I think are exceptional as they take seemingly random disjointed maps and have them finally fit together and tell a much more cohesive story.  Also Your style of mid-90's high quality cgi makes them feel official, I cant conceive of DOOM 2 without these so you should feel very proud of your work on them, I'll never play DooM 2 without them- fantastic work!

"

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