antares031 Posted February 25, 2016 Gez said:...yellow and blue isn't a very common color combination (and Doom's palette doesn't help)... Exactly. So what I tried was replacing blue colors from the palette to make them less awkward with other colors. 0 Share this post Link to post
Gez Posted February 25, 2016 Jon said:http://imgur.com/UQryqjm DM map originally from 2000 that I want to finish and release. Nice textures, but the rust spot on that trimmed concrete texture doesn't support repetition well. 0 Share this post Link to post
Jon Posted February 25, 2016 Gez said:Nice textures, but the rust spot on that trimmed concrete texture doesn't support repetition well. You're right, it doesn't: that's one of the things I'm working on, also trying to add a bit more variety (it's like a bunch of out buildings but they're all textured the same) 0 Share this post Link to post
SFoZ911 Posted February 25, 2016 Jon, those textures looks awesome and I like what I see in the screenshot! 0 Share this post Link to post
an_mutt Posted February 26, 2016 I cannot ever quit this sky. (once I get this mapset done I'm washing my hands of it for GOOD.) 1 Share this post Link to post
plums Posted February 26, 2016 Haha, I was thinking of using it for something of my own sooner or later. It is pretty nice isn't it? 0 Share this post Link to post
gaspe Posted February 26, 2016 Awesome shot an_mutt. I find it quite inspiring. 0 Share this post Link to post
Superluigieth1 Posted February 27, 2016 HorrorMovieGuy said:Yes folks, this IS doom. http://i.imgur.com/cGACzHS.png I started a private project of mine using that, with new weapons like a BFG Grenade Launcher. 0 Share this post Link to post
gaspe Posted February 27, 2016 CWolfRu said:Doom 2 INO-RDC//MAP13 Cool! So it will be a full megawad? 0 Share this post Link to post
Wereknight Posted February 27, 2016 gaspe said:Cool! So it will be a full megawad? Sure! As planned it will be full 32-map megawad. But full release date is unknown. Possible Mordeth award candidate, aye?) 0 Share this post Link to post
Avoozl Posted February 27, 2016 CWolfRu said:Doom 2 INO-RDC//MAP13 http://i.imgur.com/P7LJQm9.png http://i.imgur.com/Tlu66Qc.png http://i.imgur.com/PuU8xOr.pngKind of reminds me of the subway map from HacX. 0 Share this post Link to post
Yugiboy85 Posted February 27, 2016 I know I should be working on my hell map but heh, wanted to try out something else xD Had a go at an icy theme and well, this is what I got so far. Also trying to make a rather less orthogonal layout and more of a natural-ish looking map. This will be for boom (complevel 9). When will I release this? Not for a while xD https://imgur.com/a/jG08U 0 Share this post Link to post
Crunchynut44 Posted February 27, 2016 A little somethin somethin for DOOMED IN SPACE... 0 Share this post Link to post
Yugiboy85 Posted February 27, 2016 Crunchynut44 said:A little somethin somethin for DOOMED IN SPACE... I like what I'm seeing here but, are you sure this is spaceish? :) 0 Share this post Link to post
Crunchynut44 Posted February 27, 2016 The_Trigger said:I like what I'm seeing here but, are you sure this is spaceish? :) It's a holodeck, this (computer generated) area takes up a small part of the overall level which indeed takes place in a space themed facility. 0 Share this post Link to post
Yugiboy85 Posted February 27, 2016 Yeah, I actually checked the other screens in the doomed in space thread, keep going :) 0 Share this post Link to post
darkreaver Posted February 27, 2016 an_mutt said:I cannot ever quit this sky. (once I get this mapset done I'm washing my hands of it for GOOD.) Look at those mountains. If the player is facing north, there is a really bright light coming from the west, south-west. I mean considering your shadows indicate a light source coming from the north, north-east (that planet I assume). Just mentioning it because it doesnt really look like that planet would emit that much light, especially not compared to the hidden source that lights up those mountains. 0 Share this post Link to post
esselfortium Posted February 28, 2016 an_mutt: Looks majestic as heck! I wonder how it'd look with blue rock textures to match the ones behind them in the sky though :) 0 Share this post Link to post
Avoozl Posted February 28, 2016 I second eseel. In a way it reminds me of Moon2000.wad 0 Share this post Link to post
an_mutt Posted February 28, 2016 I've considered tinkering around w/ blue rock edits already - if I can get them to look good then I'll definitely be trying them out! darkreaver said:Look at those mountains. If the player is facing north, there is a really bright light coming from the west, south-west. I mean considering your shadows indicate a light source coming from the north, north-east (that planet I assume). Just mentioning it because it doesnt really look like that planet would emit that much light, especially not compared to the hidden source that lights up those mountains. I'd honestly not even realised this. I don't think I have a problem with it though? If it becomes more of an issue and if I can find an update for how it looks then I'd incorporate a new edited sky. 0 Share this post Link to post
plums Posted February 28, 2016 If it helps, here are the original images I used to assemble it. The first is from one of the Doom betas, the second is an edit of the first, and the third is from the PSX Doom resources which I overlayed on top. 1 Share this post Link to post
Blastfrog Posted February 29, 2016 I got an ArcadeVGA card and hooked it up to my Sony PVM. http://i.imgur.com/kJodmyt.jpg 0 Share this post Link to post
Tango Posted March 1, 2016 the shot isn't terribly revealing, but... I like experimenting with (or dreaming of, anyway) unorthodox monster behavior, so I tried to make a monster that functions a bit like an archvile, but his attack sort of freezes you in place, rather than really damage you. the idea is basically that getting hit by this dude pins you down, literally, in the middle of a fight, and you have to shoot him to snap him out of his trance and free yourself. I think it could work, maybe, but the execution is a little rough so things don't feel quite right. the biggest issue aside from lack of proper sprites is that you're freed by making the monster enter either his pain or death state, but this means that if you have multiple of them around, you could shoot one that *isn't* pinning you down and still get unfrozen, whilst your original aggressor carries on like nothing changed. not sure what the best way would be to fix this, unfortunately 0 Share this post Link to post
baja blast rd. Posted March 1, 2016 That's really great. Always a fan of new types of monsters. Is it possible to make the attack a refire loop? Or, since getting frozen for some intermediate period (~10 seconds or so) has to result in serious damage/death in most encounters, make the attack temporary? That would also fix the problem of it freezing you from a really awkward angle where you can't strike back at all and other monsters can't hit you either, leaving you stuck there. Or getting stuck with no ammo when it's the only monster alive. Etc. Getting frozen permanently is probably overkill. Also, I kind of suspect that design choices that interfere directly with the players' movement (q.v. Boom's atrocious friction effect), as opposed to exerting pressure where the player retains volition (traditional area denial stuff), are inherently unfun, but this should work with certain setups. 0 Share this post Link to post
Tango Posted March 1, 2016 ah, great points. making the attack temporary sounds like the most elegant solution to me. I guess the reason I was inclined to make it a permanent thing at first is because I really liked the idea of getting hit by the monster making you freak out and instantly focus 100% on unfreezing yourself, whereas a static freeze time would mean that once you're hit, whatever happens happens and you can do nothing about it. so maybe a sort of combination of the two (perhaps that's what you meant anyway)? so you will be frozen for up to a max of some amount of time, but you can cut that time short by hitting the monster. I dunno. thanks for taking the time to offer feedback, much appreciated :D I also considered at one point the idea of its attack simply slowing you down rather than halting your movement completely, but I suppose I was too attached to the image of this monster sort of casting a spell on you and raising you up in the air slightly, as if offering you up for all the other monsters to lob fireballs at. might be something worth revisiting, though 0 Share this post Link to post
baja blast rd. Posted March 1, 2016 Tango said:so maybe a sort of combination of the two (perhaps that's what you meant anyway)? Yeah that's what I meant, a cap on the freeze time. 0 Share this post Link to post
Dragonfly Posted March 1, 2016 Tango said:The image of this monster sort of casting a spell on you and raising you up in the air slightly, as if offering you up for all the other monsters to lob fireballs at. This sounds amazing, actually. You could reduce the time quite dramatically, (3 second freeze timer?) and have the enemy throw some kind of fireball or lightning bolt at you, blasting you out of the frozen state. This would, as you intended, make the player tunnel-vision on the monster(s) in question and try to get out of the situation. An alternate idea is make it more AV like, and have it freeze the player and then attempt to resurrect corpses I made an Egyptian mummy that had no offensive attacks, it just occasionally slammed the floor; this shot 8 invisible fireballs out in each compass direction. If the fireballs touched a corpse it resurrected it, like the Archvile. 0 Share this post Link to post
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