DuckReconMajor Posted July 2, 2009 Kyka said:@Morpheus. TBH I kinda agree with what you are saying. I wasn't sure about using ashwall but it grew on me over time. The thing is most of this level is made up of pale green/gray/silver textures, and it really needs those darker borders between floor and walls and ceiling, or everything just blurs into this washed out green/gray mess. And ashwall looked better than anything else I could find in the stock Doom2 textures. Like Super Jamie said, I kinda think it does bring a nice contrast, breaks up the straight lines a little.DON'T EVER BE AFRAID TO USE ASHWALL 0 Share this post Link to post
Kyka Posted July 2, 2009 Had a quick play through the episode, DuckRecon. And I gotta say, I liked it. It was really quirky, I can see why some people thought it was a jokewad, but there was a good 4 minutes of deceptively good gameplay there. :P The baron/barrel thing was clever. Good ammo/health balance too lol. And I learned that ASHWALL + Spectre = nasty surprise. 0 Share this post Link to post
Shanoa Posted July 2, 2009 People probably think 1 textures only = jokewad lol 0 Share this post Link to post
Khorus Posted July 2, 2009 From a few map wad for choco that shouldn't be too far from release. EDIT: zomg erik. 0 Share this post Link to post
Shanoa Posted July 2, 2009 Another screenshot of my 2nd map. Marble themed for most part. Of course i'll add the detailing at the end. 0 Share this post Link to post
printz Posted July 2, 2009 Lower the fluorescent brightness, please. What looks better for a desolate place? Something bright or something dim? 0 Share this post Link to post
Nomad Posted July 2, 2009 Kyka said:[edit] @Nomad. I really liked those screenies as well. The only thing I wasn't a big fan of was the big-gold-bling-wand-thing protruding from the bottom of the screen. :P The layout looks good tho. [/edit] Thanks, heh. That's a custom weapon we're using for the project, but I don't really like the sprites either. We'll probably use something else later on, so it's just kind of a placeholder for now. :) Khorus said:http://img6.imageshack.us/img6/869/doom0040.png That's a pretty sweet shot! [edit]arrrgh said:Another screenie from my map: http://i39.tinypic.com/2dgswgk.png Hmm. Could use a little more contrasting patches on the walls; for example in the far side of the room, the raised floor blends in with the far wall above it. Either the outer wall or the lower texture of the raised part needs a different texture so they appear separate! The green sky looks pretty awesome though. 0 Share this post Link to post
Shanoa Posted July 2, 2009 printz said:Lower the fluorescent brightness, please. What looks better for a desolate place? Something bright or something dim? You're right. I'll lower and post pics later. 0 Share this post Link to post
Shanoa Posted July 3, 2009 Double-post sorry. Followed Printz tips on lowering light. Here's a screenshot. 0 Share this post Link to post
Khaoscythe Posted July 3, 2009 Erik: TeaserZ!? Heh... Archvile78: Lighting is much better this time around. Arrrgh: Cool shot, first thoughts were Scythe 2's later maps and The Mucus Flow. ...and ASHWALL is semi-godly in the right hands...** 0 Share this post Link to post
Shanoa Posted July 3, 2009 Thanks, it will be this lightning tone in every outside area of the map. Area inside will have darker light obviously. I'll post more pics/update within the next day. 0 Share this post Link to post
Tuthill351 Posted July 3, 2009 in game screenshot of my map this is the 2nd room of the map (freeze mode was on) 0 Share this post Link to post
ReFracture Posted July 3, 2009 Erik said: Is that an existing level or something... new? 0 Share this post Link to post
Joshy Posted July 3, 2009 Mike.Reiner said:Is that an existing level or something... new? I'm guessing he is doing Scythe 2 justice and is finishing the remaining 3 maps. 0 Share this post Link to post
myk Posted July 3, 2009 To all those concerned; don't quote images. Quoting one thumbnail may be alright, but not anything bigger nor a bunch of thumbnails. To still point to the picture you are talking about, edit the IMG tags to URL tags so the image is still linked to in your quote. 0 Share this post Link to post
Patrick Posted July 3, 2009 Yes this is doom, and yes this is a secret project. If you have any questions direct them to my secretary (Maes) 0 Share this post Link to post
Butts Posted July 3, 2009 Damn this thread has been active. Patrick, that looks intense. I want to play! 0 Share this post Link to post
Lizardcommando Posted July 3, 2009 Patrick said:http://img79.imageshack.us/img79/8185/screenz.png Yes this is doom, and yes this is a secret project. If you have any questions direct them to my secretary (Maes) Wow, that is awesome. 0 Share this post Link to post
Kyka Posted July 3, 2009 Patrick said:http://img79.imageshack.us/img79/8185/screenz.png Yes this is doom, and yes this is a secret project. If you have any questions direct them to my secretary (Maes) Coming Soon... Doom: Sin City. Khaoscythe said:...and ASHWALL is semi-godly in the right hands...** But Never, Ever let it fall into the wrong hands. Or feed it after midnight. 0 Share this post Link to post
arrrgh Posted July 3, 2009 More pics of my map, hopefully the texture changes will bring out the raised-floor parts a bit more. I started on a map like this because I like the theme(and green) and hadn't seen many maps like this. Mmmmmm, vines. BTW, the green sky is just a recoloured E4 sky. 0 Share this post Link to post
ReFracture Posted July 3, 2009 myk said:To all those concerned; don't quote images. Quoting one thumbnail may be alright, but not anything bigger nor a bunch of thumbnails. To still point to the picture you are talking about, edit the IMG tags to URL tags so the image is still linked to in your quote. Yeah sorry that slipped my mind. I was expecting to see the 'dumbass' picture when I thought about it, lol. 0 Share this post Link to post
Nomad Posted July 3, 2009 Patrick said:http://img79.imageshack.us/img79/8185/screenz.png Yes this is doom, and yes this is a secret project. If you have any questions direct them to my secretary (Maes) Whoa, that is sweet. I've had a similar idea, sort of, for a horror wad. If anyone has played the Afraid of Monsters mod for Half Life, they'll know what I'm talking about! arrrgh said:More pics of my map, hopefully the texture changes will bring out the raised-floor parts a bit more. http://i40.tinypic.com/11imo2o.png http://i41.tinypic.com/30wt5zs.png I started on a map like this because I like the theme(and green) and hadn't seen many maps like this. Mmmmmm, vines. BTW, the green sky is just a recoloured E4 sky. That does look better. Keep it up. :) 0 Share this post Link to post
Super Jamie Posted July 3, 2009 Something I'm working on. Critique encouraged. 0 Share this post Link to post
Dreadopp Posted July 4, 2009 It looks pretty nice so far, Super Jamie. In the first shot, the walls seem a little bit bare. I am also not a fan of how ASHWALL is being used in shot 2, but that's just me. Anyway, keep up the good work, it looks promising. :) 0 Share this post Link to post
Super Jamie Posted July 4, 2009 Good point about bare walls, I'll put up some caution signs. Thanks :) Kyka uses ASHWALL for the same thing, and it seems to draw polarised reactions. Can you think of a better alternative? Maybe STONE2? Just thinking, if I added a shitheap of verticies I could even match the mortar lines of STONE2 with the tile lines of the METAL1 floor. Would that be better? 0 Share this post Link to post
Kyka Posted July 4, 2009 Hey Super Jamie. I gotta say, I totally agree with Dreadopp. The lower half of that screenie looks good, but the walls n ceiling do look a bit plain. I was thinking instead of a border, you could perhaps have some air vents or signs something attached to where the ceiling meets the walls, to break it up a bit. An example sort of what I mean here. (Thanks Dutch Devil, hope you don't mind I used this screenie as an example. Great looking level btw.) The second screenie looks really good. Very Classic Doom sort of feel. In regards to matching the lines with the METAL1 floor, try COMPSPAN. I have a feeling that the lines may line up (32 units wide). I seem to recall that this has worked for me before. And it might save you having to put in heaps of little linedefs. [edit]though COMPSPAN might be too dark gray. The Stone texture would probably match better with the colors of the METAL1 floor. Probably worth seeing anyway.[/edit] 0 Share this post Link to post
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