Lila Feuer Posted November 5, 2017 Makes me want to play Hexen again, if only there was more maps! 1 Share this post Link to post
AtroNx Posted November 5, 2017 Playing around with AA textures, really loving them. :> (Heh, yes, I've got heavily inspired by lupin-Kassman's map. :p) 28 Share this post Link to post
Octavarium Posted November 5, 2017 49 minutes ago, AtroNx said: Playing around with AA textures, really loving them. :> That stock bars texture is a little... odd in the first shot, but that might just be me. Damn fine stuff though 1 Share this post Link to post
Memfis Posted November 5, 2017 Stock textures almost always look odd when 95% of the graphics are new. 2 Share this post Link to post
AtroNx Posted November 5, 2017 7 minutes ago, Octavarium said: That stock bars texture is a little... odd in the first shot, but that might just be me. Damn fine stuff though It's mostly there for a purpose, it might kinda look odd, but it's there to prevent the player from falling away. Spoiler Doesn't look that bad, though, I could replace it with something different like this. 4 Share this post Link to post
Fuzzball Posted November 5, 2017 They look nice but for god sake fix that sky lol The lighter blue just doesn't go with the clouds :P 0 Share this post Link to post
printz Posted November 5, 2017 (edited) Now I'm trying various decals to work as "magical" lights. I hope I can later form some symbols with lights like those. Don't mind the texture misalignment; I'll probably deal with it at some point. Edited November 5, 2017 by printz 15 Share this post Link to post
Psyrus Posted November 5, 2017 2 hours ago, AtroNx said: It's mostly there for a purpose, it might kinda look odd, but it's there to prevent the player from falling away. Hide contents Not too familiar with the AA texture pack, but doesn't it have some sort of short mid texture equivalent to those other mid textures at the left for this sort of thing? You did show the use of one of the MIDRAIL textures in a later shot. I personally think MIDRAIL2 would work good here, but it's really not that big of a deal in my opinion. 0 Share this post Link to post
reflex17 Posted November 5, 2017 6 hours ago, Memfis said: Nice mood in these Hexen shots! 6 hours ago, cyan0s1s said: Makes me want to play Hexen again, if only there was more maps! ty Memfis and cyan0s1s. As it is, I'd say the level is about 95% complete. Doing final checks on textures/lighting and items etc... It's only one map, but it's on the large side, approx 25-30 mins going quickly. I noticed those shots I posted aren't really representing the overall map, however. The atmosphere is heavily influenced by early fps rpg's like Ultima Underworld and Eye of the Beholder, so most of the map is dark sewer tunnels and stuff lol. Spoiler 2 Share this post Link to post
Dragonfly Posted November 6, 2017 Experimenting with 3D trees. Seemed I fleshed out a quick experiment a lot more than planned! :P 31 Share this post Link to post
Spectre01 Posted November 7, 2017 (edited) Got my opening "sky rift" working in both software and GL modes without visual glitches. It can hold over 2k Cacodemons, which I have tested. Edited November 7, 2017 by Spectre01 24 Share this post Link to post
Obsidian Posted November 7, 2017 7 hours ago, Dragonfly said: Experimenting with 3D trees. Seemed I fleshed out a quick experiment a lot more than planned! :P Round the edges off the cliff and you'll have jumped forward a generation or two of video games. :P 1 Share this post Link to post
Marlamir Posted November 7, 2017 @Dragonfly thats really good. How well can gzdoom handle forest full of 3d trees? 1 Share this post Link to post
dybbuk81 Posted November 7, 2017 (edited) First level in about 20 years that I was willing to eventually post to DW Well... at least the music I made for it was good lol D2CASTLE.zip Edited November 7, 2017 by Lokust Sun Might as well add the pk3/zip since it probably won't make it here... this was just an entry level for a bigger thing. If I can't get the entry level though... 3 Share this post Link to post
Mikami41 Posted November 7, 2017 On 21/9/2017 at 11:01 PM, Mikami41 said: Ladies and gentleman (Also @scifista42) My sector toilet xD ! Project is canceled but is playable now! 1 Share this post Link to post
printz Posted November 7, 2017 I'm working on making some coloured torches like in classic Doom. I'll probably add wall versions too, and turn them all into prefabs, so I can place them repeatedly. Currently I don't know how to make real models, so these objects are all made of editor items. 13 Share this post Link to post
Tristan Posted November 8, 2017 Man that whole section was such a huge mindfuck :D 0 Share this post Link to post
Empyre Posted November 8, 2017 21 hours ago, Spectre01 said: Got my opening "sky rift" working in both software and GL modes without visual glitches. It can hold over 2k Cacodemons, which I have tested. I think the map would look better with the hell sky. Otherwise, that looks really good. 2 Share this post Link to post
Spectre01 Posted November 8, 2017 21 minutes ago, Empyre said: I think the map would look better with the hell sky. Otherwise, that looks really good. Thanks! The reason for using Doom 2's Sky2 is that the map is a large "skin-metal"-type city. The texturing on the buildings makes them blend well with the burning skyline. Plus, I've got the red blood floor covering most of the real-estate, so I'd rather not have a red hell-sky along with it. 10 Share this post Link to post
Zanieon Posted November 8, 2017 6 hours ago, Spectre01 said: For a moment i thought this was Chillax MAP16 0 Share this post Link to post
Spectre01 Posted November 8, 2017 23 minutes ago, Zanieon said: For a moment i thought this was Chillax MAP16 Not familiar with that map, but it also looks to be inspired by the aesthetic in Sunder map08. 0 Share this post Link to post
RjY Posted November 8, 2017 9 hours ago, Empyre said: I think the map would look better with the hell sky It seems to me more suitable for earth, what with the whole "opening a giant dimensional rift full of cacodemons" thing -- hell wouldn't open a portal to itself, it'd just send the cacodemons the normal way, by ordering them to fly there themselves :). Shame there aren't so many burning city on earth sky textures though. 0 Share this post Link to post
Tristan Posted November 8, 2017 Your order is ready for collection! It's been like 8 months since I started on this map :( 31 Share this post Link to post
Jimmy Posted November 8, 2017 That is amazing. Are those chainguns placed there by default or what? Surely they'd get crushed under normal circumstances. (Not that this setup constitutes "normal circumstances" exactly.) 2 Share this post Link to post
Tristan Posted November 8, 2017 Yeah it's quite a simple effect to be honest, it's a separate sector with two chainguns, and two of the crushed corpse decorations to make it look convincing...though they probably shouldn't be blue :P The "original" chainguns are indeed killed along with the zombies. 2 Share this post Link to post
NeedHealth Posted November 8, 2017 (edited) Took me awhile to connect the dots, maybe you should add a dark recess here. +1 for the type of interactivity I would like to see more of in wads. Edited November 8, 2017 by NeedHealth 2 Share this post Link to post
Scotty Posted November 8, 2017 (edited) Edited November 8, 2017 by Scotty 19 Share this post Link to post
Empyre Posted November 8, 2017 14 hours ago, Spectre01 said: Thanks! The reason for using Doom 2's Sky2 is that the map is a large "skin-metal"-type city. The texturing on the buildings makes them blend well with the burning skyline. Plus, I've got the red blood floor covering most of the real-estate, so I'd rather not have a red hell-sky along with it. Since the ground is blood and the buildings are skin, it made me think it was Hell, but with the wrong sky. A non-red custom Hell sky might work. 5 hours ago, RjY said: It seems to me more suitable for earth, what with the whole "opening a giant dimensional rift full of cacodemons" thing -- hell wouldn't open a portal to itself, it'd just send the cacodemons the normal way, by ordering them to fly there themselves :). Shame there aren't so many burning city on earth sky textures though. For the reasons RjY describes, maybe that rift would go better with a more Earth-like city. I am not suggesting throwing away that marvelous skin city, but making two maps, one with the rift from Hell to Earth, and another one with the skin city in Hell. There are ways to have 2 (or more) skies in one map, so the two cities could be combined into one map, but I believe that it would have to be Doom-in Hexen or UDMF to have 2 skies. 0 Share this post Link to post
Recommended Posts