Meerschweinmann Posted March 10 (edited) Here is my latest texture pack for everyone who loves BIGDOORS in different sizes plus some other textures. This is a collection of textures for DOOM from me, Meerschweinmann, that focuses on DOOMs mighty BIGDOOR texture :) For me personally the BIGDOOR is THE DOOM door. It was the first door everyone opened as the DOOM shareware was released in the 90s. In the "32in24-15 Tex" ressource pack i found a 256 pixel wide gray BIGDOOR named BIGDOORC. Because i wanted it in green and brown too, i made them from this as template and my BIGDOOR journey began. THANKS TO THE PERSON WHO MADE BIGDOORC as it inspirated me to make this BIGDOOR WAD. Not everything is made by me from scratch. Nevertheless, i invested many hours in it. There are 3 versions of this WAD file included in the .zip file. The HC (highcolor) version includes some textures as 32bit PNG for ports like GZDoom. The PAL version includes all textures as paletted variants for ports like Eternity Engine. The VE (vanilla enhanced) version includes a Crispy DOOM/International DOOM/Woof compatible Texture1 lump. Crispy-DOOM/International-DOOM and Woof can use textures higher than 128 pixels with no problem. The 384/576 and 512/768 pixel wide BIGDOORs are made out of 192 and 256 pixel wide tiles (left, right, center). So they can be extended like everyone wants. If you are only interested for the BIGDOORs, the following is not relevant for you. It is recommended to use a colorpalette like ColdPal for the paletted versions (PAL,VE), because the blue of the big-screen textures and the blue planet on PLANET2B texture look too oversaturated with the original DOOM palette. You can download ColdPal from ReaperAA here: https://www.doomworld.com/idgames/graphics/coldpal The two ColdPal files can simply copied in the WAD file with SLADE3. But you can use every other colorpalette that uses desaturated blues. DOWNLOAD V1.13a: MSM-Textures113a.zip Some BIGDOOR size-variants in Woof. The gray door is the default 128x128 BIGDOOR for comparision purposes: A 320 pixel wide BIGDOOR and some warning sign textures in International-DOOM 7.4 (spectator-mode): A 512 pixel wide and 160 pixel high BIGDOOR in Eternity Engine: Servers and bigscreens in International-DOOM 7.4 (spectator-mode): Some truecolor bigscreen textures in double resolution for GZDoom: A 320 pixel wide BIGDOOR and some warning sign textures in GZDoom: A 256 pixel wide and a 80 pixel wide BIGDOOR in Eternity Engine: Edited April 12 by Meerschweinmann 23 Quote Share this post Link to post
esselfortium Posted March 10 Nice! I don't know what I expected but those really are some big doors! 4 Quote Share this post Link to post
Meerschweinmann Posted March 10 (edited) 11 minutes ago, esselfortium said: Nice! I don't know what I expected but those really are some big doors! I am honored that Esselfortium made the first comment and likes the BIGDOORs :) Edited March 10 by Meerschweinmann 2 Quote Share this post Link to post
DoomGappy Posted March 10 I have an idea for a little joke map using this, will credit and will post here. Amazing work. 6 Quote Share this post Link to post
Meerschweinmann Posted March 10 3 minutes ago, DoomGappy said: I have an idea for a little joke map using this, will credit and will post here. Amazing work. Thank you. Nice picture ;). I'll be waiting. 1 Quote Share this post Link to post
DRON12261 Posted March 11 Congrats on the release, been watching this in the thread with textures 1 Quote Share this post Link to post
Meerschweinmann Posted March 11 Thank you. Yeah, i have decided to make an own thread for future releases, because i don't want to spam the "Show me your textures thread" with more "deleted because i posted newer versions" messages :) 2 Quote Share this post Link to post
Meerschweinmann Posted March 14 (edited) I have made some new size variants out of DOOMs SUPPORT3 texture. I thought it is a good idea to combine them in bigger textures, but i am not sure if i should separate them because when editing it could be annoying playing with the alignement feature. They are available in widths of 8,16,24,32,40,48 and 64 pixels. The 16 wide is available in two variants, because i could not decide what is looking better. Edit: i have noticed that the bolts from the vertical version should go one pixel down, that they match when combined with the horizontal version. Now the textures are separated, the bolts of the horizontal versions are turned 90 degrees counterclock and the textures are available in the texture pack Here is a first look: Edited March 15 by Meerschweinmann 3 Quote Share this post Link to post
baja blast rd. Posted March 14 This is good work, please keep at it. About the support textures, separating them is more convenient for use. Even with compositions, there's a distinction between the horizontally tiled ones (left to right) and vertically stacked ones. With the horizontal ones, the mapper can split up the lines with vertices and adjust the alignments, which is not very tricky. With the stacked ones, the mapper can run into awkward situations if they want to use it both an upper and lower texture on the same line (you won't be able to control both alignments, so depending on the height of the sector, one texture will be impossible to align correctly). Or if they want to double-stack (like use two 48-tall supports for a 96-high barrier). A midtex will use the full height of the texture, too, so the full stack will be less convenient that way. That all would limit flexibility a lot more (and force drawing extra sectors sometimes). So those vertical stacks tend to make sense more if the "full" texture is meant to be used as a normal wall texture, which doesn't seem like the case here. 2 Quote Share this post Link to post
Meerschweinmann Posted March 15 (edited) 11 hours ago, baja blast rd. said: About the support textures, separating them is more convenient for use...... I am glad the textures are fine for you. Thank you :) You are fully correct with every reason you mentioned. I have mentioned too that it is hard to align those horizontal textures as upper/lower textures in classic DOOM-map format. And yes, to use this textures as a full filled wall looks also weird when all size variants are combined into one. So i made them separate and included them in the updated texture-pack which is downloadable from now on. And i have turned every bolt of the horizontal versions 90 degrees counterclock to match the vertical versions. That was fun... :) The only quirk the vanilla enhanced version has, the 24, 40 and 48 pixel wide support3 vertical versions had to be extended in the texture lump and are not usable as a seemless textures, because those widths won't fit full in 64, 128 or 256 pixels wide. Edited March 15 by Meerschweinmann 1 Quote Share this post Link to post
Meerschweinmann Posted March 15 (edited) Added missing 56 pixel high/width SUPPORT3 texture. Edited March 15 by Meerschweinmann 0 Quote Share this post Link to post
YeOldeFellerNoob Posted March 17 Finally, the BIGDOOR Master's Collection for PC. 1 Quote Share this post Link to post
NoWits Posted March 17 BIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIGDOOR 1 Quote Share this post Link to post
devlman127 Posted March 19 Very cool, I'd love to see it used in future maps. 1 Quote Share this post Link to post
Meerschweinmann Posted March 19 8 hours ago, devlman127 said: Very cool, I'd love to see it used in future maps. I'm also curious when and if one of the BIGDOORs will make it into a mod :) 0 Quote Share this post Link to post
St. Mildly Annoyed Posted March 21 It's really nice to see a texture pack include doors larger than the good old 128x128 BIGDOORs. I feel having such colossal doors will, and would have been a great use in many maps I have and have yet to see. I'm also planning to use this texture pack right now. 2 Quote Share this post Link to post
Meerschweinmann Posted March 22 (edited) 7 hours ago, St. Mildly Annoyed said: ....I'm also planning to use this texture pack right now. I am glad to read this. I was always thinking that a Spider Mastermind or Cyberdemon needs wider and higher doors to announce there could something big behind that door. But as i had done the 768x256 BIGDOOR i saw that i had gone far beyond that :) Edited March 22 by Meerschweinmann 0 Quote Share this post Link to post
Meerschweinmann Posted March 31 (edited) Added 112 pixel wide BIGDOORS today. So the sub-128 pixel wide BIGDOORS are available in widths of 80, 96, 112. 64 pixel width is available as SPCDOOR (TDOR/SDOR) variant in this texture pack. The 80 and 96 pixel wide BIGDOORS got some corrections here and there. The 96 pixel wide BIGDOORs got a small overhaul at the top left corner. The new texture pack is available for download as version 1.11 at the first post :) On the left side of the following picture is a green 128x128 standard BIGDOOR for comparision, then followed to the right by 112x112, 96x96, 80x80 and 64x80. Edited April 2 by Meerschweinmann 1 Quote Share this post Link to post
Meerschweinmann Posted April 1 Had to update the texture pack once more today, because i had not included the 112 wide BIGDOORs with heights of 80 and 88 pixels. Now they are in the texture pack. 2 Quote Share this post Link to post
Meerschweinmann Posted April 6 (edited) I am beginning to make window frames out of DOOMs MIDSPACE texture in various sizes. Looks better than square holes in walls. A darker version is planned too. 1st and 3rd floor windows are 32x28 pixel grid 2nd floor is a 32x32 pixel grid The big wide wide MIDSPACE texture at the right part of this picture is a 24x24 pixels grid. Edited April 6 by Meerschweinmann 4 Quote Share this post Link to post
Meerschweinmann Posted April 11 (edited) The window-frames created from MIDSPACE-texture named MIDSxxxx and MIDBxxxx are included in the texture pack now. The B version is the dark version. They are available in grid widths of 16,24 and 32 and grid heights of 16,20,24,28 and 32. Edited April 11 by Meerschweinmann 1 Quote Share this post Link to post
Meerschweinmann Posted April 12 (edited) Had to update the texture pack again, because the VE edition for Crispy/International DOOM/Woof had the wrong textures lump. The new window-frames were wrong aligned. The versions for Eternity Engine and GZDoom have no changes. Edited April 12 by Meerschweinmann 0 Quote Share this post Link to post
PeterMoro Posted April 12 I think we might be related. I'm in the big door fan club! Great textures BTW. Definitely gunna use some in the future. 1 Quote Share this post Link to post
Meerschweinmann Posted April 12 7 minutes ago, PeterMoro said: I think we might be related. I'm in the big door fan club! Great textures BTW. Definitely gunna use some in the future. Thank you, you have a nice profile-picture too 😊 1 Quote Share this post Link to post
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