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Doom Pictures Thread 2023


Mordeth

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The marbfaces made me think of some sort of demonic tic-tac-toe. The icon player won.

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45 minutes ago, Grassy chunks said:

From Where's this screenshot from? As this is giving me chillax vibes...

It's the starting area of my megawad's MAP30

Edited by Axuris

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1 minute ago, Lonespacemarine said:

It's a dang good wad and also are there any tf2 themed maps 

 

 

1. It's far from anywhere near finished so who knows, unless if you're talking about the visuals, in which case, thanks.

2. No, since TF2 themed maps would not fit in any of the episodes.

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1 hour ago, Axuris said:

1. It's far from anywhere near finished so who knows, unless if you're talking about the visuals, in which case, thanks.

2. No, since TF2 themed maps would not fit in any of the episodes.

Aw no

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1 hour ago, TheSlipgateStudios said:

Looking really crispy! I love this!

Did you make it or you are playing the wad. If you are playing the wad please give me the link or file

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14 minutes ago, continuum.mid said:

This reference made me laugh so hard. (Antaresian Reliquary Map 6 / Japanese Community Project Map 11)

doyoulike.png.6ef6f798a886c28d245422549ccb4a05.png

lol it looks like he put it in Papyrus

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What I love about the JPCP original is that it's a bunch of monsters who voted "no", including a caco. Poor self-loathing caco...

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Turns out opening a map in the editor to learn its design/trickery is pretty useful.. I should do this more, thankfully doom maps aren't compiled so they can be easily explored and played with.

6oOhVQi.png

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17 hours ago, Sneezy McGlassFace said:

Turns out opening a map in the editor to learn its design/trickery is pretty useful.. I should do this more, thankfully doom maps aren't compiled so they can be easily explored and played with.

6oOhVQi.png

What am I looking at?

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51 minutes ago, DELTA256 said:

What am I looking at?

The orange with examination marks is untextured wall, where lighting within the lowered sectors is different to the surrounding area so you can see the floating cubes against the background. And the sectors are lowered and untextured so the light change only shows on the cubes and not on the floor/ceiling. If I understand it correctly, the engine uses much simpler and less efficient/accurate algorithm for rendering flats than textures. So you can do tricks like this.

Also, pop up monsters work the same way. You got a pit with no textures on walls, with a monster in it, and raise it upas player approaches. But because the walls are untextured, it seems like there's nothing going on. 

Edited by Sneezy McGlassFace

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2 hours ago, Kristian Nebula said:

 

 

Reminds me of Castle Greyskull from 1980's Heman & MOTU, nice! :)

I almost said the exact same thing 8hrs ago... guess im not the only old mofo around 😃

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2 hours ago, Insaneprophet said:

I almost said the exact same thing 8hrs ago... guess im not the only old mofo around 😃

Maybe the level designer is a fan. :)

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