AD_79 Posted December 29, 2019 11 hours ago, obake said: Working on a remake of another map of mine. This feels... somewhat conflicted and messy to me. Looks like you're using a mixture of Doom 2 and OTEX resources which don't really fit together stylistically, and I think you'd benefit from simply picking one or the other. 1 Share this post Link to post
nrofl Posted December 29, 2019 ¯\_(ツ)_/¯ (Start of map 29 on Switcheroom 2) 12 Share this post Link to post
Jaws In Space Posted December 29, 2019 5 hours ago, nue said: (Start of map 29 on Switcheroom 2) I've got to ask because that's a lot of sector detail, is that room vanilla compatible? 2 Share this post Link to post
magicsofa Posted December 29, 2019 No way... just one of those blue lights seems to be made of around 25 segs. 0 Share this post Link to post
Megalyth Posted December 29, 2019 2 hours ago, Jaws In Space said: I've got to ask because that's a lot of sector detail, is that room vanilla compatible? ¯\_(ツ)_/¯ 1 Share this post Link to post
nrofl Posted December 29, 2019 5 hours ago, Jaws In Space said: I've got to ask because that's a lot of sector detail, is that room vanilla compatible? Thanks for the heads up. Didnt even think about it. And yes I do get HoM effect when in ZDooM or Chocolate doom so I will just scrap that part and use it in another level sometime. 0 Share this post Link to post
nrofl Posted December 29, 2019 6 hours ago, magicsofa said: No way... just one of those blue lights seems to be made of around 25 segs. Around that 1 Share this post Link to post
DynamiteKaitorn Posted December 30, 2019 Little screenshot for the second map. ;3 5 Share this post Link to post
VanaheimRanger Posted December 30, 2019 On 12/28/2019 at 10:31 PM, AD_79 said: This feels... somewhat conflicted and messy to me. Looks like you're using a mixture of Doom 2 and OTEX resources which don't really fit together stylistically, and I think you'd benefit from simply picking one or the other. I was doing this recently on my current map I'm making, until I noticed that in testing, the Doom II textures weren't even rendering in PRBoom+, even though it tested fine in Crispy Doom and GZDoom. Instead of figuring out the issue, I just decided to change the 2 vanilla textures I was using to OTEX ones. (But honestly, I thought the green brick for the sewers from Doom II fit better than the OTEX green brick, but whatev) 0 Share this post Link to post
nrofl Posted December 30, 2019 Retried that starting hall that does render properly under vanilla engines: Happy about how that Lower Level sign turned out. Was a pain to do cause it was all with sectors. Still happy with how it transpired. 10 Share this post Link to post
ketmar Posted December 31, 2019 13 hours ago, DynamiteKaitorn said: Little screenshot for the second map. it is so... 8-bit. absolutely love the style! ;-) 0 Share this post Link to post
Doomsday Posted December 31, 2019 Title Screen for my doom wad SIN. It adds new weapons, monsters and maps. 4 Share this post Link to post
ReaperAA Posted December 31, 2019 Happy new year in advance. Another new palette is coming to town and this time for Hexen (See spoiler for the screenshots taken in GZdoom softpoly renderer): Spoiler Some hardware renderer screenshots: Spoiler 13 Share this post Link to post
seed Posted December 31, 2019 ^ That's groovy AF. Eh, at least someone's having fun. 3 Share this post Link to post
ReaperAA Posted December 31, 2019 18 minutes ago, seed said: ^ That's groovy AF. Eh, at least someone's having fun. To be honest, I don't even know why I am making a palette for Hexen as I rarely ever play this game. I feel like I was compelled to make one for it as I have already made palettes for Doom and Heretic. Who knows I might even make one for Strife as well despite only playing it once in my life. 6 Share this post Link to post
Lila Feuer Posted December 31, 2019 @ReaperAA I dig the Duke3D style blue. 1 Share this post Link to post
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