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Post your Doom picture! [post in Part 2 instead]


Shanoa

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And on a lighter note: Where did you learn to play Doom? 30% health on e1m1? 49% on e2m1? Come on man.

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40oz said:

In that first screenshot, the STARGR-esque texture in the top level, along that 45 degree angle line, did you add an extra vertice in there to stretch the texture or is the length of that line 64 units? It seems whenever I try to pull stuff like that it's easily detectable, but I don't really see the repeating pattern in that texture.

I'm sure if you looked close enough you'd be able to notice that the texture repeats slightly. The line's split into two verticies, so there's definitely some repetition going on there. I seem to have pretty good luck with it, and for some reason it looks a lot more obvious in the editor than it does in the actual game. STAR* textures are also pretty easy for me to pull stuff like this off with.



Doing some more noodling with the map. Still very early shots, so don't expect anything spectacular.

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Super Jamie said:

yeah, this is what happens when you turn off opengl on gzd. or run windows software-mode zdoom in wine for that matter


You sure? Because I can play all the supported Doom engine games fine in Software. I even loaded up Heretic a few days ago and wondered why everything was brighter. Half an hour later I noticed it was in Software. I hate that option in the GL menu that disables the GL system if you hit it. Theres no confirmation at all, and Ive hit it by mistake several times. Anyway, I'm sure that bug was linked to whatever caused my GL to break brightness and gamma functions.

As for why I'm nearly dead, its the same as the technicolour bug; I could barely see. Well, with technicolour I was also laughing my head off. That E2M1 screenshot in particular is generous in visibility, I was almost entirely blind there

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Some high-res HUD icons for a project I'm working on ...

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@Kyka - WOW!!! I'd gladly beta test. Reminds me of gothic99. Which is awesome.

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Kyka said:
Just some random screenies from my little project thing. [/B]


I like your ashwall borders.

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They look rad Kyka! I could list so many details I love, I think my favorite is the indents in the SHAWNish floor, they subtly break up the flat in a lifelike and attractive way.

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Kyka, how do you have the patience? I get details pretty good, then it all goes downhill from there throughout the map. Damnit why was i born with such a short attention span?

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Thanks so much for the comments guys. Much appreciated. Though the last few months have been spent mostly on tweaking and gameplay. No point having maps that look good if they are no fun/frustrating to play through. In other news, I wrote my first bit of code ever just yesterday. (Modifying some custom monster decorate.) And it actually worked! Heh. Leet haxor is IN!!11!.

@Ninjalah. How do I have the patience? I really don't know. All I know is I am a bit of a perfectionist. (well a lot.) And while I suck at a lot of things, one thing I have lots of is perseverance. Yaaaay!

@Patrick. I will accept your offer to playtest. Also the little I have seen of your "Noir" project looks amazing. (don't know what it is called, but you get the drift.) Will happily playtest in return too. (I notice even your avatar matches the theme of the project. :)

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@Kyka - thanks. again, the level of detail there is incredible. reminds me of gothic 99, easily my favorite of the gothic series. I'm holding you to high standards! (Nice observation with my avatar and such :)

I'd like to move that this thread be stickied so that people simply casually visiting this forum can see some of the good work that the doom community has put up here. Mods: is this feasible?

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Yeah, Kyka has a history of filling his maps with tons of detailing, but it's quite a shame that extensively detailing walls can really get in the way of connectivity. :( Wall insets in particular can be nasty.

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Patrick said:
I'd like to move that this thread be stickied so that people simply casually visiting this forum can see some of the good work that the doom community has put up here. Mods: is this feasible?

Since it's active it will continually get kicked to somewhere around the top of the listing, and if it becomes inactive due to neglect it won't be showing what the community is currently doing anymore. Laissez faire!

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Patrick said:

Some high-res HUD icons for a project I'm working on ... [/B]


hmmm,I see a colt 1911, a 1920s style tommy gun, a drum magazine for the tommy,Whats the first picture?

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Ninjalah said:

Am I fucked for the rest of this map or what?

No, easy to survive. Run to the end, get your dodge skills on and chaingun snipe everything in the next room.

If you're lucky you'll even get a thingrun going which looks cool :)

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Super Jamie said:

No, easy to survive. Run to the end, get your dodge skills on and chaingun snipe everything in the next room.

If you're lucky you'll even get a thingrun going which looks cool :)



You deserve it. Oh and seeing as how long this thread has been going, I vote Yes to the sticky.

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Super Jamie said:

thingrun


I've never heard this term before. What is that?

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Doom: The Roguelike is indeed very fun. I put that on my laptop when I first got it back in April, and found myself playing it for a few hours that night without even realizing it.

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I love roguelikes like that, so difficult and yet so addictive. I've probably died more times in NetHack and Stone Soup than I have in Doom :P

Here are a few more if people are interested:


berzerk


invulnerability


computer map

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I love how well the roguelike version retains all of Doom's features. Switches, teleports, powerups, weapons, monsters etc. All captured really well.

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