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Post Your Doom Picture (Part 2)


Grazza

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Jaxxoon R said:

Even lamer considering it's still May here.


Well, it was the first for me. Timezones and stuff.

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First screenshot is very nice. The second one would look better if majority of the reds were either hidden in darkness or replaced by another color, IMO. Red is too vivid to look good when covering an entire screen.

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kuchitsu said:

Maybe find\make more variations of bookcases? The potential coolness of Doom libraries is almost always nullified by the fact that it's just same texture repeated 1000 times (see Resurgence Map26 or whatever the number was).


Didn't think anything of it till you said that but now it bugs me :( I'll look around for some, or just try to make some alternatives myself

Avoozl said:

I really like this theme.


dobu gabu maru said:

Yeah the starry stone library is a nice theme. If anything, it just needs some decorative props like torches and candelabras.


Thanks dudes :D Yeah I think you're right, some more props would really help

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Yeah Urthar, the structure in the first shot looks wonderful... it'll probably be a lot of fun to explore. I think a problem with the second shot is that there's nearly no contrasting colors—everything is red with a touch of black. Generally you want to have the sky contrast with the ground, or at least put some trimming on the rocks/top of the temple to separate it from the sky... even the bloody WOODMET texture would work well if you wanna stick with the black & red theme.

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Let's go through some design exercises I've done recently.



I quite like this texture scheme. Nice blend of colors and a logical ceiling light source.




Black and white and a dash of red. I like this one the best, so you get two pictures.



Eh, this one didn't go so well. :p



Architecture and stuff.

Anyway, so that's that.

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Nice job rdwpa, looks better than a lot of my shit. What exactly do you do when you make these? Just go with the flow at the time or do you have some goal in mind before starting?

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I like shots 2 and 3 the most, because they have the most "presence" or "location" in them! I wish you good luck and God-speed! I think some of the other shots look pretty experemintal, but those two look really good. Let's rock!

Not to discourage you from "brown textures", mind you!

@Urthar, you've posted a screenie of that "white base" before and it looked just as inspiring back then! As you said, the new "red area" is still in progress so I look forward to your advances!

@Tango, I think you should do away with the "brown ceiling light textures", but hey! --- then you would need new props for ceiling lighting, too! Or so I would think! At any rate, it looks fantastic!

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Finished a layout for the Same Layout Challenge. For those who don't know what that is, I had to make three different maps using the same exact map layout.

So I made this layout for a Gothic castle, an offshore refinery, and some high-tech labs.



Scene 1:

Spoiler




Scene 2:
Spoiler




The monsters and decorations aren't implemented yet, but that'll be the last thing before the maps are playable. I could only do so much with detailing without breaking constraints of the layouts.

EDIT: AD_79 said: Hmm, the layout appears to be perfectly symmetrical down the middle. Can't say I at all like that but maybe the gameplay will be asymmetrical+good enough throughout the three maps to try and make up for it.

Fair enough concern. Fortunately, it isn't all that symmetrical in practice. Here's some example screenshots that show opposite ends of each map.

Castle:
Spoiler



Oil Rig:
Spoiler



Labs:
Spoiler



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Hmm, the layout appears to be perfectly symmetrical down the middle. Can't say I at all like that but maybe the gameplay will be asymmetrical+good enough throughout the three maps to try and make up for it.

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AD_79 said:

Hmm, the layout appears to be perfectly symmetrical down the middle. Can't say I at all like that but maybe the gameplay will be asymmetrical+good enough throughout the three maps to try and make up for it.


The actual implementation of the layouts are assymetrical, I'll edit the post to reflect the differences of the rooms on either side.

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Rayzik said:

Nice job rdwpa, looks better than a lot of my shit. What exactly do you do when you make these? Just go with the flow at the time or do you have some goal in mind before starting?


Yeah I usually have some sort of idea in mind, and I go with the flow.

gemini09 said:

I like shots 2 and 3 the most, because they have the most "presence" or "location" in them! I wish you good luck and God-speed! I think some of the other shots look pretty experemintal, but those two look really good. Let's rock!


Hmm, you might have single-handedly reversed my opinion on which one is best. :D

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I actually like that fourth one, the neapolitan 3-flavor masonry look with a blend of stock/non-stock is interesting (always have been a sucker for that grimy green sewer-brick, I guess). I think the stucco might've actually gone over better without the metal framing, though.

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So, one day I was playing map 30 when I discovered there was something wrong with the Icon of Sin.. something terribly wrong..


Yes, that's what happens when you speed up Icon of Sin's spawner..

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I have a serious thing for the CEMENT texture family...


(image linked for 1080p goodness)

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CEMENT is awesome, no doubt. There are a few beta textures that didn't make it into the iwads, do you use them? They're nothing too different but it's nice to have more variety.

edit: only one really, nothing to worry about.

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Looks great Jimmy, for some reason however I get HacX vibes from it. Also I really want that HUD.

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Triangle portals feel weird. Usually teleporters look the same from all directions. I wonder if they will be always placed in a specific way (like to teleport you always approach it from the bottom side).

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I sort of agree with memfis in that the triangular teleporters would "feel" weird, but fuck it, they look cool. I like them :P

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I never think to post new shots over here for some reason. Thanks Jimmy :D

Yea I was thinking about making some variants of those triangle telepads so that they point in all direction. But I'm trying to decide if having 15 extra variants to sift through would really be worth it :P

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I think I have posted it on my Tumblr blog, but not here, no, not here!

Those are questions about vague aspects of morality, as understood by a non-human race, written in their language. You can answer yes or no and if you answer wrong you die.

This is a finished mod, so I may relaese it in a nondistant future.

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There is basic documentation of hellspawn language that is insufficient to read this, and even that is not available publicly. Worse yet, I had to make up various words on the fly to make these questions. Even if it was understandable, the questions are still about knowing subjective opinions of alien species. But not knowing the right answer and dying is half the charm of this mod. Or even the whole charm. Almost the whole charm because after getting to the end there is a really fun ending.

The whole mod is like porn, except with Doom's fetishes instaed of mine or anyone else's.

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