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Post Your Doom Picture (Part 2)


Grazza

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Something I may work on after Infersol.wad, UrbRumb.wad (Urban Rumble). I got the idea from a midi I've gotten from a friend on Skype.

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BrainMuncher said:

My first attempt at a map since the 90s

I have to get used to the idea that I don't have to be totally paranoid about avoiding visplane errors all the time. Even this one crashes chocolate doom if you stand in the right spot. I think that's why I stopped making maps all those years ago.

http://imgur.com/a/OuaR0

Looks fancy, clean, and likely to be fun to play - awesome!

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TraceOfSpades said:

What's going on there?


I don't know , but it remind me of suburbs for some reason.

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Me too. I'd love to make an animated sky but dooms texture animations are too slow, and preferably id like to be able to illuminate outside areas with it like in Hexen.

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well, with boom and beyond you can make animations as fast as the ticrate, right? plenty fast enough

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Opinions about this sky? I feel like the buildings are still too simple but I'm not entirely sure how to improve that. (Ignore the map, it's just Entryway for these pics.)



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I like them, they're simple but not too much so. But they seem really short for what appear to be skyscraper type of buildings. Also you could try to make some of the windows randomly be dark instead of the whole building having the lights on at the same time. It would break up a bit of the repetitive visual of each building.

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Thanks, I'll try adding variation to the windows. I could move the buildings a bit higher too, don't want to go too high though: those shots are with unstretched skies, when stretched the buildings take up a lot more of the screen. Always hard to get a good compromise between the two.

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Gez said:

Funny stuff.


I love how Doomguy's eyes go crazy trying to follow what's happening to these scrolling faces.


Since you pointed that out I cant stop laughing

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Wow, so people take the "stretch short skies" option into account when designing sky textures? I thought it always ruins the look so much that there is no point even trying.

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In this case, yes. I don't think it ruins this sky that much, it just makes the buildings tall, vs. not so tall. You're right that it often looks like shit though, especially where there's dithering and the more-or-less square pixels become tall and much more obvious and ugly. GL stretching usually looks OK though.

e: Stretched sky, for comparison:

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Turned off most of the lights, added some fog. I think this'll do. Unfortunately I also had to get rid of all the red because it was dithering horribly with Doom's palette, but overall I think it's a positive change.

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Oh yeah that's looking really good now. I hate to say it looks more realistic that way... Maybe more believable is the right term? I didn't even think about some dimming on some instead of totally on or off, it adds a lot to it that way methinks. The loss of red hues among the lighting doesn't seem to have hurt the overall look either imo. Good job!

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plums said:

Turned off most of the lights, added some fog. I think this'll do. Unfortunately I also had to get rid of all the red because it was dithering horribly with Doom's palette, but overall I think it's a positive change.

https://i.imgur.com/eqtLk72.png


Looking good. I think the buildings feel a bit short considering the kind of structure they represent, even if one or two buildings were made to be a few stories taller I think would work.

Looks great though!

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plums said:

Turned off most of the lights, added some fog. I think this'll do. Unfortunately I also had to get rid of all the red because it was dithering horribly with Doom's palette, but overall I think it's a positive change.

https://i.imgur.com/eqtLk72.png

I'm really digging this, good job plums!

The height of the buildings certainly stand out, but at the same time your screenshot gives me the impression of the player being on a rooftop too; you can definitely do some kind of 'progressing through a series of buildings/rooftops' kind of map with that sky, I think.

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