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Post Your Doom Picture (Part 2)


Grazza

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14 minutes ago, Kapanyo said:

OML I was thinking of that without even realising it!

=D Well there you go. maybe that will also give you some inspiration for monster placement!

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Yeah, EZ, just make it all empty apart from some root monsters that hide under the hedges and place Voldemort in the last room!

Edited by Unregistered account

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9 hours ago, Phade102 said:

...I knew that.

To be fair, that screenshot looks like that map was made by a 5 year old. 

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On the 3d modelling topic actually... I only use Sketchup, not blender etc. Does anyone have the knowhow to export sketchup models to blender and/or md2/md3 format? Naturally I would need some interim software such as blender to make the texture unwrap, since sketch up doesn't  support that kinda stuff very well... but sketch up is soooooo quick to work in for modelling.

Edited by Dragonfly

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1 hour ago, stru said:

To be fair, that screenshot looks like that map was made by a 5 year old. 

Thats literally the quality of my maps when I first started mapping. It was so fun just being able to look at the map and saying "Wow, this is a doom map"

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40 minutes ago, Phade102 said:

Thats literally the quality of my maps when I first started mapping. It was so fun just being able to look at the map and saying "Wow, this is a doom map"

I long for the days to return when I could look at a FIREBLU fortress and for it to make sense in my eyes.

Edited by Unregistered account

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1 hour ago, Dragonfly said:

On the 3d modelling topic actually... I only use Sketchup, not blender etc. Does anyone have the knowhow to export sketchup models to blender and/or md2/md3 format? Naturally I would need some interim software such as blender to make the texture unwrap, since sketch up doesn't  support that kinda stuff very well... but sketch up is soooooo quick to work in for modelling.

Export to COLLADA (*.dae) in SketchUp, import from COLLADA in Blender. You need SketchUp v6 or later, though.

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37 minutes ago, Kapanyo said:

I long for the days to return when I could look at a FIREBLU fortress and for it to make sense in my eyes.

Ah, memories!

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7 hours ago, Gez said:

Export to COLLADA (*.dae) in SketchUp, import from COLLADA in Blender. You need SketchUp v6 or later, though.

Just to test the whole process (including writing my first ever MODELDEF) I made a simple crate, UV Unwrapped it via blender, textured it to look like the AKU-AKU Crate from Crash Badicoot, and added it to the game. It works! Thanks for the pointer. :)

 

0ab2bdd58ddfb2d9d0d3964242742eb8.gif

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Congratulations! :3

Are you gonna be making more models??

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2 hours ago, RjY said:

fw9IvyW.jpg

The water even looks like nukage.

Bleh.

(yesiknowit'sjustthereflections)

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1 hour ago, Kapanyo said:

Congratulations! :3

Are you gonna be making more models??

Perhaps at some point, we'll see. :)

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I'll finish this one tomorrow. This needs heavy gameplay and more landscape for some final touches...

 

5934d91e30ab0_open256at2017_06.0500-04-53.742R2979.jpg.104f23d2838431c2216eb77259a53b6a.jpg

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36 minutes ago, leodoom85 said:

I'll finish this one tomorrow. This needs heavy gameplay and more landscape for some final touches...

 

5934d91e30ab0_open256at2017_06.0500-04-53.742R2979.jpg.104f23d2838431c2216eb77259a53b6a.jpg

I'd suggest some more height variations on the cliffes, all the trees being on the same level makes it look rather repetitive. but thats a really interesting area, I look forward to seeing it finished!

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On 03/06/2017 at 1:02 PM, Dragonfly said:

I like what I see, but I have one complaint - the caves are far, far too flat. I see in the last slot you made an archway, so if you're using slopes, use a lot of slopes! ;)

 

In particular, use vertex slopes, some amazing results can be achieved. I have a quick demo wad for you on vertex slopes, although it's not had much time and effort put into it. To make vertex slopes, your sloped sectors MUST be triangular, as demonstrated in this wad:

 

http://joshuaosullivan.co.uk/misc-doom/vertex-slopes.wad

 

Below is an image of the demo wad for you. :)

 

22362a6ad0d0511315625928a892fb9f.png

 

8d62f5f7a6e1e49f853ffcd2d59a5ac4.png

 

I like your screen , it reminds me of Red Faction , a good old FPS game.

 

p1_50329061501500.JPG

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All I wanna do right now is ride that waterfall down like a slide and jump into that lake

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20 minutes ago, htmlcolor said:

Thank you for sharing them! I hope you will continue to have similar posts to share with everyone!

Goes without saying to not click this link.

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4 hours ago, Roofi said:

I like your screen , it reminds me of Red Faction , a good old FPS game.

 

jesus christ, i thought that was a doom mod for a second.

 

wouldn't be surprising with some of the mods we already have.

Edited by roadworx

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Red faction was an awesome game. Doom will never be capable of 1:1 recreation if only because of the destructible terrain - damn that was such a fun feature. 

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@Dragonfly It is extra hard to code destructible maps like that, cause you determine all the intersections of surfaces and retriangulate everything, and consider even the limit cases like point identic to point, line identic to line and so. Then there is a texture coordinate update, lightmap coordinate update, space partition update. And all that must run real time. Not to mention the problem that potentially visible sets will break when you will shoot tunnel from one room to other, so map will become more open and this will start to demand you to compute pvss on run. Nowadays it is done by voxels, which is much easier and better than triangles for this, but I haven seen it in any recent games, which is shame. Vrage2 engine is capable of that, but its a shame that so far is that engine used just for meek non-fps games.

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16 minutes ago, leodoom85 said:

@Phade102Better now? :D. I added even more deco and height variation...

 

5935c4588d2a4_open256at2017_06.0516-50-40.821R2979.jpg.9c40aff7cbe9db18ccaf80064eb93130.jpg

WAY better, very nice. still a bit of flatness on the upper tiers, but damn, its looking rreally nice!

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6 minutes ago, Phade102 said:

WAY better, very nice. still a bit of flatness on the upper tiers, but damn, its looking rreally nice!

Maybe he likes flat things. Who knows. I rather prefer good gameplay than awesome designs. 

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If I were to but in, sometimes less is more - in this case I feel less trees may do wonders for your map. Aside from that, I'm diggin' what I see. Hope it plays just as well! :D

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3 hours ago, MysteriousHaruko said:

Maybe he likes flat things. Who knows. I rather prefer good gameplay than awesome designs. 

Of course. Its just a personal opinion of mine ^^

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41 minutes ago, Phade102 said:

Of course. Its just a personal opinion of mine ^^

This is one of my first attempt for outside and open areas :D

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25 minutes ago, leodoom85 said:

This is one of my first attempt for outside and open areas :D

it looks amazing. Outdoor areas are something I love doing, so if you want some advice on anything let me know. Thats not to say yours looks bad, because it doesnt. thats an outdoor area I had never considered, it gives a sort of canyon feel!

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