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Post Your Doom Picture (Part 2)


Grazza

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continue working on my friend map, he told this part was just "decoration" and probably if im going at this rythm im not going to finish his wad since i guess i do "unnecessary" detail

before: http://i.imgur.com/PspLuEu.png
now: http://i.imgur.com/vPS1oLR.png

maybe i went kinda "far" working on that place since players can only get there with wrath wings (well he told me that his map going to have some areas that player would only reach if he have certain power ups)

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There is no "unnecessary" part of a map if you feel like it has to be there naturally, as player. So do I from your shots.

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Sky that's gonna be used in Episode 2 of XmasDM22015.wad, Christmas Future Doomsday



I know the name limits the max, but it's still in its beta.

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LigH said:

@ StupidBunny:

"I can't see the forest due to all those trees." — german proverb (Ich seh den Wald vor lauter Bäumen nicht)

Exists in English as well. "Can't see the forest for the trees."

Also exists in other languages, too, sometimes a bit different. For example in French it's "the tree that hides the forest" (l'arbre qui cache la forêt).

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Omegalore said:

Sky that's gonna be used in Episode 2 of XmasDM22015.wad, Christmas Future Doomsday




With a tiny bit of photo editing you can make that look so much less like a copypaste job.

That image above was made with a web based photo editing utility and it was making me register to get the picture at it's original resolution, so it's a bit lossy and I wouldn't recommend using this directly. I suggest you do it yourself by using any photo editing utility that lets you scale the RGB values, and reduce green and blue until you get it to look more like this. A nitpicky person will still tell you to do some more editing but with that little change it looks way better doesn't it?

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scifista42 said:

You don't achieve so with pitch darkness, a constant floor/ceiling height and constant floor/ceiling/wall texturing. Improve that. ;)

I'm not trying to detail or making this dark, it's just how the light from outdoors comes onto the corpse and the shotgun and there's a demon staring outside, thinking about life and whatnot.

@Memfis I hate cacoswarms in general, you can't go over on a large amount space just because of that and the cacos cover the floor once dead.

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I always try to lure any cacodemon and mancubus into a doorway before I kill them, because their huge corpses block my view (and I use a port where the archvile-raises-ghost-monsters bug is fixed).

Monster corpses levitating because their hitbox touches something high is what motivated me to try to get MBF's "torque simulation" feature working in ZDoom, but that code had so many drawbacks and glitches that I abandoned the idea eventually.

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scifista42 said:

Looks good and interesting. All of your screenshots do, but this one in an unique way. ;)

It's just a box with a door, gee. The new textures aren't making it any better for me.

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I was talking about the textures themselves, that's it. The room's just a minimalistic test room, of course, as franckFRAG said himself.

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scifista42 said:

I was talking about the textures themselves, that's it. The room's just a minimalistic test room, of course.

Oh yeah, I forgot it said "test".

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40oz said:

[/img]

With a tiny bit of photo editing you can make that look so much less like a copypaste job.

That image above was made with a web based photo editing utility and it was making me register to get the picture at it's original resolution, so it's a bit lossy and I wouldn't recommend using this directly. I suggest you do it yourself by using any photo editing utility that lets you scale the RGB values, and reduce green and blue until you get it to look more like this. A nitpicky person will still tell you to do some more editing but with that little change it looks way better doesn't it?


Updated via GMImageEditor I've gotten from Darsycho.

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This room (screen grabbed in GZDoom but vanilla compatible) was originally more detailed but caused a drawseg overflow when approached at a certain angle through the door. It's fixed now anyway, so time to move on with the rest of the map.

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