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Post Your Doom Picture (Part 2)


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darkreaver said:

I´ve posted this particular scene a long time ago. Just wanted to post a pic, so yeah

Looks fantastic! Whenever I try to blend all those texture themes (wood, metal, marble, skulls) together, it just becomes a disjointed mess. I also like how that Gothic DM stained glass window texture matches with the sky. Although it's probably best when used indoors, because right now it gives me the impression that there's some kind of orange glow inside, or that the building is some kind of façade and you can see the sky through it.

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Well, it does look a bit messy. Especially the MARBFACE thing and the orange lamp make it seem like the author was afraid of having >192 long walls with nothing on them because he thought that would look too simple. So it has that "overdesign" feel where walls aren't allowed to speak for themselves and everything apparently needs to have some unique detail hanging on it. Having 3 kinds of GSTONE (normal, green vines, brown vines) nearby doesn't help either. I think this would be perceived as awesome 5-6 years ago, but nowadays the Doomworld Committee recommends making cleaner visuals.

Still looks good tho.

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I made this accidently. I'm serious, well, expect for the water fall, but everything else was an accident.

Might remove the lighting from Inside the waterfall If It's too ugly, but yeah. And I could add a bit of eyecandy In there, hanging dead bodies and such.

Good start on making a full on map rather then a test.

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darkreaver said:

I´ve posted this particular scene a long time ago. JKust wanted to post a pic, so yeah


This looks fantastic man, keep up the good work :D

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darkreaver said:

I´ve posted this particular scene a long time ago. JKust wanted to post a pic, so yeah

[img]


Oh yes! Finally! Be sure to know that Revelation of Doom is the one of megawads that I'm anticipating the most :)

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kuchitsu said:

Well, it does look a bit messy. Especially the MARBFACE thing and the orange lamp make it seem like the author was afraid of having >192 long walls with nothing on them because he thought that would look too simple. So it has that "overdesign" feel where walls aren't allowed to speak for themselves and everything apparently needs to have some unique detail hanging on it. Having 3 kinds of GSTONE (normal, green vines, brown vines) nearby doesn't help either. I think this would be perceived as awesome 5-6 years ago, but nowadays the Doomworld Committee recommends making cleaner visuals.

Still looks good tho.

Are you on the Doomworld Committee? 😮

I think it looks great, personally. The orange window was the part that stood out to me most about it, because of how it 'reflects' the sky.

Looking closer I do agree about the brown vines/green vines/no vines in close proximity, keeping it simpler there would probably make more sense and look better. I think it's a minor thing though -- most of the contrast in the image is coming from the building silhouette against the sky, from the contrast of green marble against dark brown metal and dirt, and then from the angular lighting differences on the building corners, so the main shapes give me a clean and tidy overall impression even if the detailing is actually pretty busy.

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It´s not that busy looking in game (imo), but I can agree. I think I´ll change the green vines to brown or vice versa. Personally I dig the orange "window".
The map is getting quite old by now, so I really don´t think much about stuff like that, because I´ve gotten so used to it :) That being said, the map is pretty damn all over the place when it comes to the texturing, hehe...

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kuchitsu said:

I think this would be perceived as awesome 5-6 years ago, but nowadays the Doomworld Committee recommends making cleaner visuals.

Good thing the map was designed 5 years ago, then.

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@Ninja
Damn, all those lines... would love to see this ingame.

@Fuzzball
Despite only using one texture, this looks suprisingly nice. Just played trough it and like it a lot. :D That baron killed the archvile for me at the end.

@Tritnew
With some lightning, this could really look athmospheric. The sectors at the sides could be a lot darker, so it looks like the light falls in trough the hole above the waterfall.

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rdwpa said:

Spoiler

Romero head at the end gave me a jump scare. LOL

Aaaha that wasn't my intention!! Wanted to end the map a little...differently~ :P

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Perhaps the pile of gibs needs to be lowered just a tad bit to reveal the 'C' instead of having it look like another 'r'. Looks pretty gut otherwise :D

That is unless of course it IS 'Merriless'. Is that even a word?

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dobu gabu maru said:

Finished the M_DOOM for my megawad. Still a lot of maps to go though ;_;

http://i.imgur.com/JVg0oeR.png


Should I assume from the name of title and the large pile of corpses that comes with it that it's not going to be for the faint of heart?

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valkiriforce said:

Love the look of that layout.


Thanks! I tried to make it so that no matter where the player goes, he/she can keep forward momentum with as little backtracking as possible.

rdwpa said:

Looks like it could use things.


Well, it's still far from finished, there is no exit and I have no idea how to make the next area without breaking the gameplay flow I tried to achieve.

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