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Post Your Doom Picture (Part 2)


Grazza

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Welp, I just got Blood on Steam. Expect to see map development spam soon, assuming Blood is as easily modifiabile as Doom. :P

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scifista42 said:

Indeed, intriguing. There is JUST ONE occasion when a random number is involved! I wouldn't guess it, ever. But now that I look at the scheme and imagine a monster walking according to my experience, it makes sense. I see the monsters zigzagging all the time, and keeping direction when going along a wall and reaching a door and NOT going through. Well done, thanks!

Actually there's 2 places. There's the 1/5 - 4/5 split that I show, but there's also a 1/2 - 1/2 split down at the "try all 8 directions" bit. Basically the game randomly chooses to either start with east and go counterclockwise, or start with southeast and go clockwise.

I made a test WAD to see if I could use it to make enemies (pseudo)randomly teleport to one of several spots, based on something more rigorous than just placing several lines and hoping enemies randomly stepped over one. If I did it right, the final location should be purely based on 3 consecutive P_Random() calls and the Demons should get randomly distributed. It's hard to tell how well it works without playing it many times and taking tallies, but it seems to work OK.

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darkreaver said:

How exactly do I make one of these?


There's no official way to do it, I just found a bug when using the excellent HeightLevels Viewer (author unknown) plugin for GZDB (just put it into your GZDB/plugins folder, then hit the plugin's button next time you're usuing GZDB). Probably works in DB2 as well, but I wouldn't know for sure.

Anyway, the bug is if you are in Height Levels Mode and you move the map - the height overlay will move, but whatever you had behind it remains (but only the sectors, so no linedefs, things, vertices!). So if you were in brightness mode, you'll just see the plain sectors with their brightness.

Hopefully that made some sort of sense.

(re this image, in case other posters don't know what I'm talking about.)

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schwerpunk said:

Hopefully that made some sort of sense.


Cool thanks =) Tried it on a couple of random maps, looks kinda cool =)



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Wow, the first one looks very interesting, like some kind of a weird bishop monster. Headdress with a cross, eyes and mouth made of lava, levitating tentacles on bottom... Do you see it?

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The Bishop has a Buzzsaw Butt!

I saw the perfect chance for some alliteration and I had to take it.

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oh god, what i found browsing in my heretic folder:



some titlepic for heretic, i'm not even sure for what kind of project...

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Linguica said:

[img][/img]


Hello? What might we have here? Some kind of Teleport convener belt?

I've also seen something like this on Evil Star Beyond DOOM minus the Pinky Demon.

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Well, that's one way to get more ammo.

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darkreaver said:

Cool thanks =) Tried it on a couple of random maps, looks kinda cool =)


Kinda cool? I'd say it looks cool as all hell.

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Making a reality episode inspired by TimeOfDeath's wads. 1 hp at the start, no health items, continious play. Fun stuff.

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Memfis said:

Making [...] episode [...] continious play. Fun stuff.

Yes!

Memfis said:

[...] inspired by TimeOfDeath's wads. 1 hp at the start, no health items, [...]

Oh, crap.

:D

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A slightly more accurate PSX TC: 8:7 ratio pixels for the world (thanks, Graf!), 6:7 ratio pixels on sprites, software style lighting, the actual PSX palette and sprites rather than using the PC versions as the TC currently does, 224 lines instead of 240 for the 2D screen elements such as the statusbar, and lastly Jaguar style damage formulas (only on Doom 1 monsters).

One thing that can't be done yet is to set a light scale (it needs to be 2.0) so I did that in an image editor for demonstration purposes. The other being that the R_Visibility variable doesn't affect the GL version of software style lighting.

http://i.imgur.com/UQqyBsi.png
*TOO BIG FOR IMG TAGS*

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A few screenshots of an episode 2 map I've been working on, episode 2 being a "Snowy Temple" theme.




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