RedDash16 Posted October 4, 2017 Working on a new section of one of my maps ^.^ 13 Share this post Link to post
RjY Posted October 4, 2017 2 hours ago, franckFRAG said: https://i.imgur.com/XhRtbc9.gif Pity about the silly date format! 2 Share this post Link to post
Gez Posted October 4, 2017 Release planned for the 10th dodecanovember 2017? 0 Share this post Link to post
NeedHealth Posted October 4, 2017 (edited) Everybody knows that it is 10-2017-05 today. Edited October 4, 2017 by NeedHealth 1 Share this post Link to post
Dragonfly Posted October 5, 2017 (edited) 12 hours ago, franckFRAG said: 31/10/2017 ( :P ) Oh hell yes, I'll be done with Skulldash development by then, too! I look forward to playing Tangerine Nightmare. :) Edited October 5, 2017 by Dragonfly 1 Share this post Link to post
Obsidian Posted October 5, 2017 Lighting does a lot for building atmosphere. 4 Share this post Link to post
Avoozl Posted October 5, 2017 3 minutes ago, Obsidian said: Lighting does a lot for building atmosphere. Reminds me of a lot of E4M7 "IN The Flesh" from Blood. 0 Share this post Link to post
Obsidian Posted October 5, 2017 I must confess that I haven't played Blood yet. I've seen some of the lovely textures from it though, ooh yes. 1 Share this post Link to post
Lila Feuer Posted October 5, 2017 1 hour ago, Obsidian said: I must confess that I haven't played Blood yet. I've seen some of the lovely textures from it though, ooh yes. You do yourself a disservice for having not played Blood. Enjoy it any way you can! 3 Share this post Link to post
Matthias Posted October 5, 2017 3 hours ago, Obsidian said: I must confess that I haven't played Blood yet. I've seen some of the lovely textures from it though, ooh yes. It's a sin! 0 Share this post Link to post
valkiriforce Posted October 5, 2017 Dystopia 3, MAP02 Dystopia 3, MAP04 Plutonia 2, MAP17 Eternally Yours, MAP10 21 Share this post Link to post
RjY Posted October 5, 2017 @valkiriforce I love your atmospheric gif posts, keep 'em coming. 3 Share this post Link to post
Dragonfly Posted October 5, 2017 That's easily one of the best 'toppled cars' I've seen in Doom. 2 Share this post Link to post
reflex17 Posted October 6, 2017 (edited) 2 hours ago, Dragonfly said: That's easily one of the best 'toppled cars' I've seen in Doom. The lineage holds true, it is surely the bestexample of a sector-based sideways vehicle since the 'car 54' reference in duke3d E3L11 *nods slowly* I feel that the nukage sector is a bit bright for the surrounding, I wonder how it would look with the bright areas being sky and headlights? very good either way, standout detailing Edited October 6, 2017 by reflex17 0 Share this post Link to post
Empyre Posted October 6, 2017 17 hours ago, Obsidian said: Lighting does a lot for building atmosphere. I vote for something in between those two screenshots: dim, but not so dark that you can't see that big column right in front of you. 1 Share this post Link to post
Obsidian Posted October 6, 2017 Eh, it works better once you're actually playing the map. Plus I just finished a giant pain-in-the-ass lighting trick and I don't wanna redo it. :P 1 Share this post Link to post
baja blast rd. Posted October 6, 2017 It's true -- good use of lighting can really improve visuals. 22 Share this post Link to post
reflex17 Posted October 6, 2017 (edited) @ rpwda Is'nt it considered a major faux pas to use more than one Romero head? Or is there some secret code/decorate wizardry involved here beyond the delightful visuals (1st screen) screen 2 is doom3 mod? pixels of hand holding gun/far too crisp. needs more fullbright occult symbolsim Edited October 6, 2017 by reflex17 0 Share this post Link to post
Arctangent Posted October 6, 2017 There's nothing weird or unusual to using more than one Romero head, certainly nothing to the level of putting a Romero head in plain sight in a normal level. All the Romero head is is a hitbox for the Icon of Sin in MAP30; it handles its health, taking damage ( and consequently, playing its pain sound ), and creating the numerous explosions when it dies before ending the level. Nothing occurs if you put several in a level, besides having several things the player can shoot at to beat the level if they can reach 'em. 0 Share this post Link to post
Avoozl Posted October 6, 2017 I'd hardly consider complete darkness as lighting. :P 1 Share this post Link to post
reflex17 Posted October 6, 2017 (edited) 6 minutes ago, Avoozl said: I'd hardly consider complete darkness as lighting. :P MDK, Doom 3, Resident Evil? Tenchu, Metal Gear Solid etc. AND WHAT ABOUT THE GAME YOUR AVATAR IS FROM LOL so very nice Sections of any game where you can walk up to a wall or pixel and the screen is all black, the only thing that gives away the true shading in this case is the tone of Doomguy's hand/gun this example was possibly done in a "tongue in cheek" sort of way, but examples are examples hey Edited October 6, 2017 by reflex17 clarity lol 0 Share this post Link to post
Arctangent Posted October 6, 2017 rq map progression doodle whipped into a rq map skeleton dunno if i'll make it into anything but it certainly seems like a good method to come up with ideas 0 Share this post Link to post
reflex17 Posted October 6, 2017 (edited) ^ Super good way to think/plan/draw "level flow" The line drawing looks like the hand drawn map for an old-skool RPG, and I like the fact that the fleshed out map includes that large boxy room in the lower part? That's not evident in the original plan but clearly something you came up with while making the map itself, and would become a crucial part of any final layout here, I think. Looking at something like this I always wonder where would be the best place for the player to start, to take advantage later for enemy/item placement etc. Romero said that it was during Doom that they came to the idea of the U shape level design I believe? You can see this in Wolf3d or other games too. It became clear that a level with a "hook" in the floor plan can sometimes be more interesting, just like music producers talk about a "hook" in a song to grab attention/build progress in the composition. It is along the line drawing that one could potentially place the villages, the inns, the dungeons and the castles, so to speak. Edited October 6, 2017 by reflex17 punctuation 0 Share this post Link to post
leodoom85 Posted October 6, 2017 Just learning how to do polyobjects like slide doors but in the meantime....this 18 Share this post Link to post
Misty Posted October 6, 2017 It's a corner, I guess. Sky will be changed after I put all required things and check how this plays for me in testing phase. 4 Share this post Link to post
reflex17 Posted October 7, 2017 (edited) 7 hours ago, Eris Falling said: Holy linedefs Extremely good name for a wad/map collection it's a tough call, is it easier to trim a map down or build with extreme line economy from the outset, possibly losing some detailing ideas as a result? Mapedit increased the limits to the build engine to twice the normal capacity, and I remember going back on a highly detailed map eliminating earlier constructs so that I could finish the map with ideas that I wanted to incorporate from the outset. That's a pain to do, picking and choosing what early details to remove. It can help now with modern editors to copy and paste whole map chunks, at least in theory, much of level design comes down to central set-piece/focal points anyway, methinks. Planning the map on rough can help, but so many ideas come while one is moving lines around anyway... somewhere there is a sweet middle road, I suppose, bashing at the marble until the form makes itself apparent. Edited October 7, 2017 by reflex17 0 Share this post Link to post
Tristan Posted October 7, 2017 (edited) 8 hours ago, reflex17 said: it's a tough call, is it easier to trim a map down or build with extreme line economy from the outset, possibly losing some detailing ideas as a result? I'd probably go with the latter. With the former you've already wasted the time on overdetailing everything already, and now you have to put even more time into cutting stuff down without getting too carried away with cutting stuff out. When it comes to detailing, sometimes less really is more, and if you start out with that in mind you can make a great looking map with relative ease, and if you have to change stuff around in the map, that's less of a nuisance when there's less stuff to deal with.I posted these shots of this particular map in the abandoned WADs thread last night: You'll notice from the map shot that these areas are using relatively few linedefs, compared to that dense bird's nest of lines up the top. Let's take a look at those too: Tons of linedefs aren't really contributing much here, especially the bottom shot, but it's evident IMO that the best looking areas were indeed those two that don't spam lines everywhere. It doesn't always have to be this way I guess, but ask anyone about KDiZD's approach to detailing and they'll probably make the same point :P EDIT: As a side note, I do like these rock and lava textures and I think I'll nab them for something that isn't abandoned ^_^ (yet) Edited October 7, 2017 by Eris Falling 17 Share this post Link to post
RonLivingston Posted October 7, 2017 (edited) A photo of one of maps that I've made for one of my projects. I'm learning how dark chasms really are and how black voids are too. especially when it comes to adding those floating skull rocks too the bottom Edited October 7, 2017 by RonLivingston 1 Share this post Link to post
Arctangent Posted October 7, 2017 18 hours ago, reflex17 said: ^ Super good way to think/plan/draw "level flow" The line drawing looks like the hand drawn map for an old-skool RPG, and I like the fact that the fleshed out map includes that large boxy room in the lower part? That's not evident in the original plan but clearly something you came up with while making the map itself, and would become a crucial part of any final layout here, I think Actually, it was intended to be a "pit" of sorts that would provide some long-range harass from imps and such at the start, then once the player got to the other side they'd be able to look across it and have a reference for how they've moved around the level. Kinda like a smaller version of the E1M1 outside area. 0 Share this post Link to post
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