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Post Your Doom Picture (Part 2)


Grazza

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Gothic Box said:

could it be related to the colored deep water?

It is, didn't expected that it would had that effect... im gonna have to remove them from the bridge =/

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I think you could turn the base of the that statue into some Doom wall textures pretty easily.

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jute said:

I think you could turn the base of the that statue into some Doom wall textures pretty easily.

Oh, certainly.

Dragonfly, do you think you could put a camera up to it at ground level and slowly rotate the statue, taking footage? That way I could splice all the different frames together to make a flat texture.

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Holy shit, it may actually be worth the additional amount of money.

Not for me anyway, I hate these motherfuckers.

jute said:

I think you could turn the base of the that statue into some Doom wall textures pretty easily.


That would be the most #meta thing of the entire year. And quite badass too; I'd enjoy seeing that.

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Sodaholic said:

Oh, certainly.

Dragonfly, do you think you could put a camera up to it at ground level and slowly rotate the statue, taking footage? That way I could splice all the different frames together to make a flat texture.


Absolutely! I'll give it a go another day. I only have my phone camera, that said, as far as phone cameras go this one is amazing.

I'm not too sure if I have a platform I can spin it on. The only thing I think I own which has a platform that rotates on the spot is the microwave, heh. I do have a 'phone holder' that I could use to act as a tripod, so at least that part's covered. I'll get back to you. :)

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rdwpa said:

That was a joke -- I'm not picking the midi based on the highlight color. But I prefer the Taylor Swift one.

Just pick a Red Hot Chilli Peppers MIDI.

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Okay I am back mapping after a half year of hibernation

I should be writing a 5 page essay right now...
(just noticed those light towers are a bit too high, stopping the spiders' line of sight :/)

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Gzegzolka said:

Scrolling on deviantart was annoying as hell. Here's a link to the artist's portfolio page: https://makuzoku.artstation.com/portfolio/904578%A0

Great stuff anyway, thanks for sharing!

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I hope the keycard sector's outline linedefs will be assigned a "SR red locked door" linedef action with a dummy target sector, only so that the linedefs will appear red on the automap (in ports that display locked doors as colored on the automap) and highlight the keycard's position that way. If there will be other colored keycards in the map, they should get the same treatment with their respective color locks on their pedestal sectors.

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SuperCupcakeTactics said:

Okay I am back mapping after a half year of hibernation
http://puu.sh/oRsfb/1989c76625.jpg

Maybe use a waterfall instead of FIREBLU? You're using custom textures anyways. I also have a hard time imagining how the player to supposed to walk down that hopping section on the left, or is jumping allowed and this is for Zdoom?

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joe-ilya said:

Maybe use a waterfall instead of FIREBLU?

But it looks so much more twisted and unique with FIREBLU (complete with the flesh center bottom), and going well with the colorfulness of the rest of the picture.

Just IMO, of course.

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scifista42 said:

But it looks so much more twisted and unique with FIREBLU (complete with the flesh center bottom), and going well with the colorfulness of the rest of the picture.

Just IMO, of course.

If so, maybe make the inner water sectors made of blood or lava.

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Wow, I really need to up my game after looking at some of these levels.

Now I know what I'm doing (more or less) with Doombuilder, I'm working on a 9 level WAD. Here's the wireframe views of the first 3 tech-base levels. The overall flow of the gameplay is there, I just need to work on textures, the odd room here and there, and lighting.

Speaking of lighting, how do you get coloured light sections?



Level 2 is based on the map you can see on the screens of a couple of textures. I'm sure it's been done dozens of times before but I thought it was a neat idea.







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I love the look of that map made from the texture. So cool :D

You'll get extra brownie points from me if you adjust the light levels so that the Brightness Mode view in DB2 shows the map with all the proper shading of the texture. :)

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Thank you all for the feedback! This is the biggest map I've ever made, next map will be more moderately sized (or however much it takes to put all the ideas I have for it in) and maybe this is a result of the general idea of this map's setting being an entire base on an entire island (like 80-90% of its landmass!)... anyhow it's almost done, I think so anyway! :s

The keycard is based off of a template from this map that was said I could use (it was better than my original one) https://www.doomworld.com/vb/wads-mods/73352-trace-of-plague-a-doom-ii-megawad-in-progressscreenshotsdownload-map01/

@joe-ilya Nope no jumping, the platforms are placed just enough to should be moderately easy to get across but also to instill a bit of nervousness or maybe even a "rising-feeling" but in general it's all part of being sort of a cinematic badass :P

@scifista42 Thanks for the tip on making the keycards glow in the automap, the blue keycard also has a card pedestal near it now. Yellow key doesn't since it's on a small platform and is optional for opening up a few optional areas filled with bonus hp & armour bonuses and stuff.

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I feel like the automap level would prob benefit if the whitespace was replaced with fenced off scenery at least, so that the entirety of the map was visible from the rim.

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The texture doesn't represent a building, it's the entire E1 base as it was envisioned during the early stages of development. In other words, it's a set of buildings. Wugo pretty much inverted it. :)

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