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Post Your Doom Picture (Part 2)


Grazza

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Katamori said:

Some pics about the Christmas map I made during the weekend. If you're interested in, the thread is available in "WADs & Mods".


HERE I COME! Those types I dig. Rare sadly.

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My exterior test room / terrain mapping test. Trying to find a color scheme that works. Terrain is constructed in the same manner as the old Red Alert map editor. 512 blocks of various, useful cuts and applications that connect together seamlessly.

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Guess the source image:



EDIT: It's worth noting that it's just a random thing thrown together as a simple placeholder console graphic for a small GZDoom mod.

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been working on some more MBF stuff, this time it's a little bit more extensive to the point that it would likely turn a lot of people off, but I'm enjoying it.

http://imgur.com/a/oeRVq

most notable things are the AV changed to popping off a series of fire columns wherever you are (instead of the traditional AV attack), and I put a quad shotgun over the chainsaw. still not exactly sure how that can find its own place amongst the other weapons, I'll toy around with it though and see what kinds of situations really could benefit from it.

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Tango said:

been working on some more MBF stuff, this time it's a little bit more extensive to the point that it would likely turn a lot of people off, but I'm enjoying it.

http://imgur.com/a/oeRVq

most notable things are the AV changed to popping off a series of fire columns wherever you are (instead of the traditional AV attack), and I put a quad shotgun over the chainsaw. still not exactly sure how that can find its own place amongst the other weapons, I'll toy around with it though and see what kinds of situations really could benefit from it.

i miss the quad shotgun from the mayan mishap beta. i think replacing the SSG with it is a good idea personally

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jmickle66666666 said:

i miss the quad shotgun from the mayan mishap beta. i think replacing the SSG with it is a good idea personally


yeah, I kind of miss it too :p I think you may be right though. I suppose though with both included there is always the option of not including the ssg in a map, I think that could still provide an interesting new weapon dynamic. I'll play around with it some more for sure though!

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Maybe replace the SG with SSG, and SSG with QSG. :)

By the way, I remember that it was me who criticized the weapons in Mayan Mishap's beta, but they indeed felt weird to use, specially against the weak monsters at the start, and specially since they fired 2 times per 1 shot and with a slight delay between them.

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Memfis said:

quad SSG is very frustrating to use imo, that wait between two shots is so painful


Could always use my octoshotgun from way back when.

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i like the dynamic of sg/qsg, especially if the sg is pumped up somewhat (not too much though)

it's interesting to play with when you are so used to sg/ssg. there's some gameplay to explore there. not every wad should play the same

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FuzzballFox said:

I approve of those lights behind the grate- sector behind a linedef?

Same as what I did in darken2.wad. Have two versions of the grate texture - one transparent and the other with gaps filled in black.

Also changed the detailing:

http://i.imgur.com/QkfDulI.png

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thats a cute ripple effect going on on the east side

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Memfis said:

it's like a factory kinda...

I have a small game like that with small balls. There's a square filled with larger balls and then there's an inside and outside area with smaller balls, and then you have to get the smaller balls to the other side of the larger balls. The larger balls move like the monsters in that image.

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