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Post Your Doom Picture (Part 2)


Grazza

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It took me a long ass time to figure out that the ceiling in the heighten area had to be F_SKY1. Just pointing that out.

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The_Trigger said:

Some dude on youtube asked me to detail one of his map for a project he was working on. I felt honored that he asked Me out of all the other people that do way better stuff than me xD

Here is what I've done so far (listening to what he wanted and all). I did not change the layout of the map as he only asked me to add details and shit. I did move arround a few monsters here and there though.

https://imgur.com/a/Kbnly

I'm still working on it so, that's why a few spots are well, out of place ^^

Here are screenshot of the original map, for comparison I guess. Map is called "cliff refinery".

https://imgur.com/a/KSfCx

I have no problem helping him out with the detailing but that won't make the map any better though. It will look a little better but, as far as gameplay is concerned, it's very basic.


Reminds me of some NRFTL maps.

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Hi!! How are you spending your weekend? Cool, whatever. I just spent the last 36 hours making something







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NeedHealth said:

It took me a long ass time to figure out that the ceiling in the heighten area had to be F_SKY1.

It doesn't have to be F_SKY1. Only the upper linedef textures have to be left untextured. And the sector needs to be heightened high-enough so that the player can't see the ceiling unless he uses full freelook in an OpenGL based port.

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dobu gabu maru said:

I thought that project was vanilla compatible...

Yeah, that came as a surprise to me too!





Fortunately it all seems fairly fixable. And yes, it's for 50 Monsters!

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NeedHealth said:

It took me a long ass time to figure out that the ceiling in the heighten area had to be F_SKY1. Just pointing that out.


That's probably the reason it isn't working...

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Here's some screenshots of a joke/birthday deathmatch map I made for a friend; I made it last year.








I'm thinking about making some adjustments to the map before I release it. As you can see, the hall is a little narrow — which was okay during a 2-player match; but, when I tested the map with four players, it was a bit of a cluster fuck. I want to work on my mapping skills first, before I officially release any of my own levels.

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Judging the doomworld url being there, I think that screenshot is just a WIP of the mobile-friendly version of DW

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DMGUYDZ64 said:

Mobile friendly website ? or an app .


This has unofficially been answered.

IMX said:

Judging the doomworld url being there, I think that screenshot is just a WIP of the mobile-friendly version of DW



As said by IMX, you can see the address bar at the top, which you sure wouldn't see when using a dedicated app.

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dobu gabu maru said:

Neat! Love the overhead structures in the third shot.


Thanks, I wasn't sure since it seemed a bit strange from the editor.

RegurgitatedCacoGibs said:

Wow! That's a beautiful sky texture.


Absolutely! It's from Skillsaw's Lunatic, but was used in Valiant too.

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Katamori said:

More NOVA III mapping. I got a name as well: "The Molten God"

Isn't NOVA 3 for newbies only?

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As far as I'm aware Katamori hsn't particularly had any substantial releases outside of a couple community projects over the last couple years. Also from what little I've seen from his maps they've seemed quite basic in architecture and relied a lot on bitty sector detail, which I'm not a fan of. He's in the same camp as the likes of Eris, who I've also seen almost get there a few times but not release anything substantial yet. Hopefully that won't be the case soon though, because speaking of Katamori:

Katamori said:

*snip*

I'm really digging these shots! I was wondering if someone would try the the whole temple on the moon thing, and hopefully you'll pull it off. My only real complaint so far is the scale of the map seems quite large, although I'll have to play it to see if it'll be a problem.

This shot in particular is quite nice, although the lighting (vines, right-hand temple, gold liquid) is too bright for my tastes:

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Well, in terms of "I need a lot of practice", I can be considered a newbie.

The amount of releases means nothing, because if I really want, I'd have releases on /idgames but I don't want to upload shit, and also, I'm not a fan of uploading one map as one contribution, and most of my works are based on my creative impulses, so usually I finish one map at a time. Also, I love being a lurker sometimes. :o)

However, I have some releases: a Christmas map which ended up pretty good if you ask me, a Doxylamine Moon tribute map which was moderately good or interesting, and Katamori 1024 but that's a really old stuff.

from what little I've seen from his maps they've seemed quite basic in architecture and relied a lot on bitty sector detail


I wouldn't say it the case; at least, not anymore. Sure, it used to happen, but hopefully, if you check out the links in my signature, your opinion may change.

I'm really digging these shots!



Thanks! Though I'm not really planning this for being on the Moon, but why not? I mean, I know NOVA III description says "the Moon" for Ep3, but it's really depending on the sky and I may change it - I just wanted to make something exotic.

Scale is indeed quite huge, the reason is that just like every beginner, I tend to fall to the mistake of building up cramped places and rooms. Here, I wanted to guarantee this won't happen.

Lighting is because I made the shot in software rendering instead of OpenGL - also, if you ask me, molten gold should be brighter. It's because this is how it is realistic - and because that texture looks horrible in dark areas.

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Katamori said:

More NOVA III mapping. I got a name as well: "The Molten God"

Really looking forward to play your map buddy! 2nd shot is my favorite.

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Katamori said:

from what little I've seen from his maps they've seemed quite basic in architecture and relied a lot on bitty sector detail

I wouldn't say it the case; at least, not anymore. Sure, it used to happen, but hopefully, if you check out the links in my signature, your opinion may change.

I'd say that most maps in the wads in your signature are perfect examples of the traits in question.

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It's probably best if we took this to the actual NOVA III thread as this is an interesting topic (and I was hoping to discuss mapping "styles" or "habits" in depth in that thread, too!) but in regards to the screenshot I reposted, I pretty much always recommend software mode due to its handling of contrast and lighting - it just looks nicer, imo.

With regards to the molten gold, I should have specified that the cliffs above don't look good when they're lit to the same level as the gold below - I can't remember which map did this particular technique, but it had a great instance of very bright liquid (lava, in this case) and the walls around it had a gradient effect that got darker the higher up the walls were. This is easily done, by just drawing 1-pixel-wide sectors at the edge of the liquid and making them darker, then raising them up to whatever heights you need to achieve the best gradient effect. I want to say it was Epic 2, but I'm probably wrong on that. Anyway, the flat brightness between the gold, the cliffs, and the sky above was what I particularly had a problem with~

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