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Post Your Doom Picture (Part 2)


Grazza

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Gez said:

Having fun with 3D floor, aren't you?

Yes! Trying hard to make it look Doom'y still, and not fall back on Quake'y 3D looks.

Gez said:

(Make the blood swimmable and hide a secret tunnel with goodies below the surface.)


Hmm... I've currently forgotten how to make scuba-dive liquids... Never done them for ZDoom in fact.

Thanks dobu gabu maru! (/blushes)

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Sgt Ender said:

I wanna try and create a warehouse level.


You mean, you want to try and CRATE a warehouse level?

fu-fu-fu xD

And since you guys seem to like this map so much, here's some more:


(image linked for 1080p goodness)

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Soundblock said:

Hmm... I've currently forgotten how to make scuba-dive liquids... Never done them for ZDoom in fact.

Pretty much exactly the same way you make solid 3D floors. The only difference is that in the Sector_Set3dFloor control line, for the type, you use 2 instead of 1.

Here's a quick example for a blood pool: I set the control sector to have fog color dark red (128, 0, 0) and light color bright red (255, 0, 0), with a dark light level (40) so that the fog would be strong, gave BLOOD1 textures to control sector floor and ceiling and control line front sidedef, and the control line had for args type 2, flag 0, alpha 240 (mostly but not entirely opaque). In-game results: relatively convincing impression of swimming in thick tomato soup.

Spoiler


You can faintly see the wall on your left


Just above, the surface

(Spoilered for lack of aesthetic interests; the map is just an ashwall cube half-filled with blood.)

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@Rayzik: Looks absolutely gorgeous, great work as always. I hope it plays even half as nicely as it looks.


Gez said:

In-game results: relatively convincing impression of swimming in thick tomato soup.


Delicious!

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Doomhater said:

Your map sucks
Your map sucks too

All your maps suck! All Doom maps suck! Doom sucks! I hate Doom! I hate Doom community! I hate you all!

I HATE YOU!! I HATE YOOOOUUUUUU!!!!!!


I Didn't saw that cumming.

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Adding areas onto existing maps for my megawad-in-progress Strange Geometry, coming to an Eternity Engine near you in the future... at some point.

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Fruits of the last couple of days' labor.

EDIT: MetroidJunkie, I'm ashamed to admit I've never played any of the Zelda games, so any similarities would be purely coincidental. Always meant to try out that Ocarina game, but never got around to it...



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Soundblock said:

Fruits of the last couple of days' labor.

EDIT: MetroidJunkie, I'm ashamed to admit I've never played any of the Zelda games, so any similarities would be purely coincidental. Always meant to try out that Ocarina game, but never got around to it...

http://www.monstercute.com/uploads/2/8/1/9/2819457/screenshot-doom-20160822-182653_orig.png
http://www.monstercute.com/uploads/2/8/1/9/2819457/screenshot-doom-20160823-224020_orig.png
http://www.monstercute.com/uploads/2/8/1/9/2819457/screenshot-doom-20160823-224548_orig.png

BAD FUCKING ASS! I really like that pic in the middle a lot!

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I like HOMs.

^^ This is actually how i've designed a map exit. However, this miracle is ruined if you apply flashing HOM effect in Boom.

Spoiler

Oh, and my map you see above just got available on idgames. But, i'm afraid, aside from that HOM exit it isn't really remarkable..

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The shaping is caused by your movement. If you turn around the HOM Drags around. Just noclip out of a map to experience the same effect.

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ChekaAgent said:

I like HOMs.

I still remember the first time I saw one. It was like, "woah, how can I use this as an effect in my wad?!".

Never did.

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Continuing work on my ~14 year old map:

Ominous already. Initially inspired on a huge octagonal building, but I was using WinDEU at the time and I didn't want to be constrained by a closed shape.


Ahead is the exit. You can't get to it until the ground is lowered (I no-clipped in previous screenshot just so I could photo the building).


Death can be anywhere


Local portal ahead

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Found a map I thought I had lost forever. It's been around for at least 8 years, probably closer to 10, but thinking I had lost several years of work I hadn't touched it in 4 years.

Now maybe I should finish it; just a few more infuriating switch puzzles to cram in there. But I might also spend another 10 years on it, replacing all the textures again...



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ukiro said:

Found a map I thought I had lost forever. It's been around for at least 8 years, probably closer to 10, but thinking I had lost several years of work I hadn't touched it in 4 years.

Now maybe I should finish it; just a few more infuriating switch puzzles to cram in there. But I might also spend another 10 years on it, replacing all the textures again...

http://i.imgur.com/CgYlun0.jpg
http://i.imgur.com/rv50OSg.jpg
http://i.imgur.com/LrrQO7r.jpg

Im feelin it! very fitting theme of the DOOM game.

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ukiro: you could pull some of the wall bricks out of the walls a little at the bottom. Nice spikey stuff on the building tops.


Took me a while to get back to my projects. Made some new flying enemy and crates. All the crates can be pushed. The green crates are indestructible, so they can be used for some little puzzles.


Some multicolor fake fog. Doesn't work as fog in open areas, unless the whole area is fogged up. The red colors in the view weapons are automatically fullbrighted, but maybe not the best way to do it (want to have some weapon have red main color).

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trying to make the hell part of moonsong 2. I want something that's dark and sort of cold looking, but I don't think I have enough skill and the right resources to really pull this off





I'm not feeling too happy with these concepts at the moment though. I might abandon the concept of a void and try to find some gray rock textures, and make it a cavern rather than a dark void. I think that might end up looking nicer. Overall though I'm having a lot of trouble actually getting Moonsong 2 to feel right at the moment. Everything went so well in Moonsong, and the whole point of the map was to try to get a little more confident with design, and it certainly helped, but I'm still struggling to make something that's actually interesting.

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