DoomGappy Posted June 9 (edited) Made a little Doomguy absolutely by mistake, but will work on it more now Update on this little guy: Edited June 9 by DoomGappy 22 Quote Share this post Link to post
Cacodemon187 Posted June 10 Early WIPs of yet another megawad I'm trying to get off the ground! Nevermind the other two or three megawad promises I've shared here. This time I've set myself a deadline of 5 years, which surely is enough time, right? 35 Quote Share this post Link to post
Plerb Posted June 12 On 6/9/2024 at 5:23 PM, Cacodemon187 said: Early WIPs of yet another megawad I'm trying to get off the ground! Nevermind the other two or three megawad promises I've shared here. This time I've set myself a deadline of 5 years, which surely is enough time, right? How did you make the windows over the crevice in the first screenshot? I can think of a few possible ways of doing that but I'm wondering what you did. 0 Quote Share this post Link to post
Lutz Posted June 12 It looks a little barren without monsters... 34 Quote Share this post Link to post
Cacodemon187 Posted June 12 22 hours ago, Plerb said: How did you make the windows over the crevice in the first screenshot? I can think of a few possible ways of doing that but I'm wondering what you did. I drew two thin "hair" sectors, both with the F_SKY1 ceiling flat (you can't have just one sky sector and lower it, it'll HOM). I then lowered the one closest to the wall to the height I wanted, like so: Spoiler After that you can fit any midtex to your liking :) Was this the method you were thinking of or are there other methods? 2 Quote Share this post Link to post
Plerb Posted June 12 37 minutes ago, Cacodemon187 said: Was this the method you were thinking of or are there other methods? That was one of them, the other one I thought of worked similarly but the two thin sectors would be on the inside instead. The outmost wall would be one midtexture combining the windows and the bit of ground underneath them, and the sector in-between the two would be a skyhack lowered only about halfway so it's not visible from underneath. A very thin gap would be visible though. It's probably too convoluted to be worth it compared to the method you used, and I haven't even tried doing it myself so I don't know what it'd look like in practice. 1 Quote Share this post Link to post
ShiroiAkuma51 Posted June 13 Just some screenshots from my latest release ;) You can play it here: Spoiler 27 Quote Share this post Link to post
Stealth Frag Posted June 13 1 hour ago, ShiroiAkuma51 said: Just some screenshots from my latest release ;) You can play it here: A true masterpiece! 1 Quote Share this post Link to post
DoomGappy Posted June 14 On 6/12/2024 at 4:35 AM, Lutz said: It looks a little barren without monsters... Reminds me of the lab in this TRH 1 Quote Share this post Link to post
erkyp3rky Posted June 14 ever wonder where that random maintenance door in that dark corner leads you to? (bonus: guess the time period this office space was inspired by!) 23 Quote Share this post Link to post
DevilMyEyes Posted June 19 (edited) Sigil 2 intermission screen (WIP) Edited June 20 by DevilMyEyes 11 Quote Share this post Link to post
Chariot Rider Posted June 21 (edited) I have been working on something a bit out there for a GAYhem map. I've written a 7 stanza poem, and am writing it out for the automap, but I also feel like when it comes to poetry, fonts and text spacing can be incredibly important, and I didn't want to just crudely block out letters. So instead I took screenshots of my poem in Google Drive with the proper font and kerning, and then I used those screenshots as guide textures to let me draw sector letters that look really nice. I worked on the first stanza tonight, and I think the text looks really good and I wanted to show off this in development project on the picture thread. Edited June 21 by Chariot Rider 10 Quote Share this post Link to post
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