Guest Unregistered account Posted May 2, 2016 Don't worry, I'll definitely make a tutorial along with one for the fake reflective floors at some point. Da Werecat said:But does it work in GZDoom? No... as it relies on HOM effects and self-referencing sectors, no OpenGL ports can render this correctly. :c 0 Share this post Link to post
40oz Posted May 2, 2016 I used that reflective floor trick you posted a while back in MAP01 of Mutiny, you should check it out when its done. Thank you for that :) 0 Share this post Link to post
Guest Unregistered account Posted May 2, 2016 That's fine; I'm just ecstatic that someone actually used the effect in a WAD! Thank you. 0 Share this post Link to post
Ribbiks Posted May 2, 2016 Joe667 said:no OpenGL ports can render this correctly. :c similarly, I'd previously used effects that work in gl ports but not software. seems we can't have our faux-3d cake and eat it too -.- 0 Share this post Link to post
Rayziik Posted May 2, 2016 LOL, I can't believe you just posted that. I noticed that Saturday while I was running the map, there's a HoM visible up there in that ceiling area from over by the light blue key. EDIT: You can see where the Doom Logo is left on it :P 0 Share this post Link to post
Dragonfly Posted May 3, 2016 The Cacowards, and subsequently, Skulldash, was featured on Page 119 of the March 2016 issue of PC Gamer Magazine! I took this photo while preparing the News, Reviews & Media section of the Skulldash website. If you have or know of anyone who has made a review, a video or any other media relating to Skulldash let me know and I'll add it to the site! :) 0 Share this post Link to post
Guest Unregistered account Posted May 3, 2016 Holy crap! One of the editors must be a Doomer. 0 Share this post Link to post
Walter confetti Posted May 3, 2016 Holy crap, congrats Dragonfly! Something i made in these days... 0 Share this post Link to post
Fonze Posted May 4, 2016 Congrats Dragonfly and sweet pic! I love the dynamic lighting affecting the floor/ceiling with that red thing on the side. 0 Share this post Link to post
kuchitsu Posted May 4, 2016 Yeah, it's cool how you're doing all these visual effects. But are metal bars appropriate in this high tech setting? Maybe it's because of wads like Hell Revealed 2, but I'm more used to seeing them near brown bricks and stuff like that. 0 Share this post Link to post
dobu gabu maru Posted May 4, 2016 Awesome work Dragonfly, always cool to see community works in mainstream publications! 0 Share this post Link to post
Katamori Posted May 5, 2016 Jimmy said:http://i.imgur.com/uD6ixi4.png Jimmy, would you mind if I use it for my project? I desperately need a HUD that has not (or barely) been used before. 0 Share this post Link to post
Katamori Posted May 5, 2016 Thank you very much; I worried a bit, actually. I mean, I don't know why, just the usual paranoia. Bonus, 'cause it's the picture thread: 1 Share this post Link to post
kuchitsu Posted May 5, 2016 Yeah, I don't know why it's gray but looks nice. 0 Share this post Link to post
Fuzzball Posted May 5, 2016 Ever heard of Punaluu? Beach with black sand in Hawaii~ 0 Share this post Link to post
yakfak Posted May 5, 2016 https://www.dropbox.com/s/rz3jubks9djk2h4/doom57.bmp?dl=1 im auditioning to join your 2002 zdoom project rn 0 Share this post Link to post
Jaxxoon R Posted May 5, 2016 In my personal experience, most beaches are grey, foggy, cold, and full of washed-up whip seaweed. 0 Share this post Link to post
SFoZ911 Posted May 5, 2016 FuzzballFox said:Ever heard of Punaluu? Beach with black sand in Hawaii~ For some odd reason, the color combination on that pic makes my eyes very pleased. 0 Share this post Link to post
an_mutt Posted May 5, 2016 ah yes, the much loved "I have no idea where the fuck I'm going w/ this" stage of any map's design 0 Share this post Link to post
Gez Posted May 6, 2016 an_mutt said:ah yes, the much loved "I have no idea where the fuck I'm going w/ this" stage of any map's design http://i.imgur.com/5BaORl0.png You're going to make a map inspired by Junji Ito stories. So you've got the spiral already, now you need a Doomguy-shaped crevice, and of course a reskin of the spider demons to make their brain parts look like sharks, and with fart noises mixed in their move sounds. 0 Share this post Link to post
Breezeep Posted May 6, 2016 an_mutt said:ah yes, the much loved "I have no idea where the fuck I'm going w/ this" stage of any map's design http://i.imgur.com/5BaORl0.png I'm kinda in that stage as well. Also, nice spiral you got there! 0 Share this post Link to post
Turbo Saber Posted May 6, 2016 I got inspired by a Marathon Infinity netpack and slapped this small room together. Still got a lot to add to it. I should really find some new textures to work with. 0 Share this post Link to post
Katamori Posted May 6, 2016 kuchitsu said:Yeah, I don't know why it's gray but looks nice. Because I wanted to keep it vanilla, with my logo being the only new texture. 0 Share this post Link to post
Wereknight Posted May 6, 2016 Because of too much of images I just give you links that lead to albums. Let's show you what I've done. Some kind of "marble" textures. http://imgur.com/a/l2C3o http://imgur.com/a/UQk7N STUCCO textures http://imgur.com/a/1FJYp Need to admit, those one are for... kinda russian Freedoom. Yea... 0 Share this post Link to post
joe-ilya Posted May 6, 2016 That thing on the left is a spaceship you fly between 3 different planets in one map. The three planets are : Mars with Udoom E1 tech (this one), "Dirt" with Doom2 E1 tech (a tiny version of earth) and The moon. 0 Share this post Link to post
kuchitsu Posted May 6, 2016 Maybe would look cooler with sky instead of nukage... :o 0 Share this post Link to post
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