DRON12261 Posted January 9 Made a big pack of COLORMAPs for Eternity Engine, which allows to make almost full color lighting and fog (as well as partially reproduce something in Boom ports, but with limitations, not on such a scale as on the screens). Now I'm making a technodemo level for it, which will serve as an example and a guide on how to use them. 40 Share this post Link to post
yakfak Posted January 12 (edited) latest tthing. it looks sort of like an acorn dipped in a beaker i don't know why this doesn't VPO but it might be something to do with that deal i made with the devil working with a linedef limit and trying to make long-ish playground maps under that restraint is kinda fun nothing i've made in this style is particularly beautiful... the map lines are probably more pleasing than the actual state of it lol Edited January 12 by yakfak 16 Share this post Link to post
Lutz Posted January 13 2 hours ago, yakfak said: latest thing. it looks sort of like an acorn dipped in a beaker I see a robot head in a Futurama-style jar if we're playing Rorschach games... 5 Share this post Link to post
Craneo Posted January 13 Some pictures I took today that show how far Freedoom has come as a project earliest Freedoom iwad release avaiable (0.6.4) VS latest (as of these screenshots) Github autobuild taken from the same maps (which also have gotten total facelifts geometry-wise, some aren't recognizable anymore, even!) Spoiler 6 Share this post Link to post
DoomGappy Posted January 13 So, where's 2024 thread? Or will this one be the one and update the title? 3 Share this post Link to post
DRON12261 Posted January 13 Eternity Engine technodemo map progress (https://www.doomworld.com/forum/post/2756672) 14 Share this post Link to post
Roofi Posted January 14 (edited) This is probably one of the most unique bridges I've ever seen in Doom. What you see here is just a lower wall texture. Very ingenious for 1994. From ROT_E2M1 Edited January 14 by Roofi 25 Share this post Link to post
Sneezy McGlassFace Posted January 15 Experimenting with alpha version of RORdoom. The first source port that allowed for room-over-room geometry. How, you ask? By overlapping sectors, of course! 8 Share this post Link to post
NeilForshaw Posted January 15 Still working on my map for "Doom 2 In City Only". It's surprising how adding a little bit of shadow to structures just makes them come alive. Going to do this on more. Link to project below. 14 Share this post Link to post
DoomGuy999 Posted January 17 17 hours ago, DevilMyEyes said: Doom SI6IL Intermission Screen (WIP2) Looks good so far! 3 Share this post Link to post
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