Yuki Senmatsu Posted March 19, 2016 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. 0 Share this post Link to post
Tracer Posted March 19, 2016 kuchitsu said:classic https://i.imgur.com/feMJBhh.png What's going on there? 0 Share this post Link to post
scifista42 Posted March 19, 2016 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! 0 Share this post Link to post
Cacowad Posted March 19, 2016 TraceOfSpades said:What's going on there? I don't know , but it remind me of suburbs for some reason. 0 Share this post Link to post
scifista42 Posted March 19, 2016 TraceOfSpades said:What's going on there? Probably just infighting. 0 Share this post Link to post
kuchitsu Posted March 19, 2016 Not Suburbs but same map slot (Marswar Map16). 0 Share this post Link to post
The_MártonJános Posted March 20, 2016 kuchitsu said:classic https://i.imgur.com/feMJBhh.png Gee, that looks a bit... well, f*cked up. Not particularly the monsters, but the background has some HOM-like hostile looking artifacts to date. 0 Share this post Link to post
Li'l devil Posted March 20, 2016 Here are a couple of pics of my new map called "Heavily infested area". 0 Share this post Link to post
Gez Posted March 20, 2016 jmickle66666666 said:https://dl.dropboxusercontent.com/u/8943931/gfx/2016/MAP01%20%281%29.png Looking nice, and kinda BTSXish. 0 Share this post Link to post
vadrig4r Posted March 20, 2016 jmickle66666666 said:https://dl.dropboxusercontent.com/u/8943931/gfx/2016/MAP01%20%281%29.png Looks inviting! 0 Share this post Link to post
plums Posted March 20, 2016 jmickle66666666 said:https://dl.dropboxusercontent.com/u/8943931/gfx/2016/MAP01%20%281%29.png Looks good. I've always had mixed feelings about lightning skies, since it doesn't really make sense to see a lightning arc stationary like that. They look cool if you ignore that, though. 0 Share this post Link to post
40oz Posted March 20, 2016 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. 0 Share this post Link to post
Ribbiks Posted March 20, 2016 well, with boom and beyond you can make animations as fast as the ticrate, right? plenty fast enough 0 Share this post Link to post
plums Posted March 22, 2016 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.) 0 Share this post Link to post
Rayziik Posted March 22, 2016 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. 0 Share this post Link to post
plums Posted March 22, 2016 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. 0 Share this post Link to post
Devalaous Posted March 22, 2016 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 0 Share this post Link to post
kuchitsu Posted March 22, 2016 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. 0 Share this post Link to post
plums Posted March 22, 2016 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: 0 Share this post Link to post
plums Posted March 22, 2016 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. 0 Share this post Link to post
baja blast rd. Posted March 22, 2016 What immediately stood out to me is that many of the lit windows are dimmer at their top-right corner. 0 Share this post Link to post
Rayziik Posted March 22, 2016 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! 0 Share this post Link to post
Dragonfly Posted March 22, 2016 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! 0 Share this post Link to post
an_mutt Posted March 22, 2016 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. 0 Share this post Link to post
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