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Post Your Doom Picture (Part 2)


Grazza

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scifista42 said:

Pretty good looking stuff. Only in the first screenshot, the building on the right makes no sense: Six tall thin pillars - and nothing else! - are holding a massive bricky building with windows, high in the air, so that nobody can even climb there

yeah I changed the size of the pillars they were a bit small.. just below is a room with a 3d roof that you can climb on with a staircase

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franckFRAG said:

When I seen your screens the first second : :O

after some seconds : :O

Just awesome, new palette is very nice :D


Hehe, thanks man! But there is no new palette! Screenshots are taken in GLBoom+ in software mode.

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I don't like the recolored eyes on that marbface block--something about them makes me think of Red-Hots candies--but other than that the RoD shots look appetizing as always.

Cell: I think Jimi's got the right idea. What's the most memorable/recognizable feature of E2M2? Lots of discussion to be had there, I think, but I reckon lots of folks would say "the crate maze", intuitive enough that that's your take, as we can see in those shots. So, what's the most memorable feature of E2M3? I've heard some people say it's the cacodemon-cage, and some that it's the general texture scheme (e.g. first major appear of the vines), but for my money it's ironically the most gameplay-pointless room in the map (and possibly the game), that being the little room with the pumping flesh-cube floor. I think that combining that idea with the crate/warehouse idea would make for something a lot more striking than combining the cool E2M2 warehouse with the significantly less cool Wolf3D-style chaingun warehouse from E2M3.....

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Everytime I look into this thread I get reminded of how poor I am at mapmaking. Good work thus far guys!

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Demon of the Well said:

Cell: I think Jimi's got the right idea. What's the most memorable/recognizable feature of E2M2? Lots of discussion to be had there, I think, but I reckon lots of folks would say "the crate maze", intuitive enough that that's your take, as we can see in those shots. So, what's the most memorable feature of E2M3? I've heard some people say it's the cacodemon-cage, and some that it's the general texture scheme (e.g. first major appear of the vines), but for my money it's ironically the most gameplay-pointless room in the map (and possibly the game), that being the little room with the pumping flesh-cube floor. I think that combining that idea with the crate/warehouse idea would make for something a lot more striking than combining the cool E2M2 warehouse with the significantly less cool Wolf3D-style chaingun warehouse from E2M3.....

I see a point, but don't you forget that the so-called "Wolf3D-style chaingun warehouse" area from E2M3 is the first one to actually introduce all three STAR* textures which are not present in E1 at all.

To be honest, I'm not that keen on the mentioned fleshy room at all, and despite the depicted map (which is on the E2M3 slot in a WIP of mine) does actually have a lot of features similar to the original E2M3, I avoided it having any "bare fleshy" textures, with the closest encounter being a SKULWAL3 at the end of a creepy 128x128x128 ambush.

I've gotten to illness with the anger not being able to get down to finishing this map for like 2 and a half years. I guess finally hearing any so-wanted feedback might get me into doing it. Despite it being maybe "overly" homagey, I designed it to be badass and unique-looking as well. You'll see how it succeeds on par of expectation.

*Cell mode off*

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So, we've all done Doom furniture at some point, but how many of you have included: Lumbar Support! :D



EDIT: wait, I'm an idiot... New and improved version, now using SUPPORT2! XD



Don't know what I was thinking using BLAKWAL...

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Nice innovation! As the Doom community continues to age slowly but steadily, I predict we'll need this more and more.

Hell, the marine himself has been running around (at ~30mph) for over 20 years now, with hardly a break. He could use some support back there, I'm sure. =)

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LittleInferno said:

Oblige seems to still be going somewhere, and that's good.

http://i.imgur.com/goBpSoW.jpg


I've always liked the skies it generates; you can preach and tell about the quality of the levels, but you just gotta give credit to how good the sky generator is. Sometimes it does pretty convincing bluelight skies.

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schwerpunk said:

So, we've all done Doom furniture at some point, but how many of you have included: Lumbar Support! :D

How about some Lumber Support? Well, here's a little playroom for the arch-viles:

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Jimi said:

How about some Lumber Support? Well, here's a little playroom for the arch-viles:

http://i.imgur.com/557TTxy.png

That thing in the middle, in the distance in front of the marble face, is also an archvile? It's almost beyond recognition, I have to admit.

Nice scene, I like how the various bloody details fit together.

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Can't really tell, either. It almost looks human, but there are no tan coloured humans in Doom.

Anyway, great, chaotic scene, Jimi. Almost looks like the Archies are running away from Doomguy's boomstick. >:D

Also, good pun. :P Though I think all Doom-related seat-puns are exhausted now.

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That could be an archvile, but it initially looked to me like a cyberdemon based on the shape and coloration. The scale against the marbface leads me to assume it might be a hell knight, though? I tend to play in higher resolutions, so sometimes I forget how hard it can be to tell things apart at a distance like that, especially in a static image. Heh, the number of times I've reflexively shot at those beige plants in Wolf3D, in the blue pots that look the soldiers' boots.

In other news, I like big courtyards...



...and I cannot lie. Roughing things out on a new map.

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scifista42 said:

That thing in the middle, in the distance in front of the marble face, is also an archvile?


Probably yes, one running away from the player.

And yes, that marble face is the head of an arch-vile when it was planned as "the medic" already during DOOM, before it was implemented as opponent in DOOM2.

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Avoozl said:

Question is what are those tube things around the Archviles face supposed to be?

Good question.

I imagine them as tentacles firmly connected to the back of the head, with neural paths and/or some extraterrestrial fluid inside. They make the face look more badass and mysterious than how it would be without them, which is probably their real main purpose from the designer's perspective. They also imply that the monster might have some kind of paranormal "mind power" - which Archvile has.

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I like it, walter. It's the kind of funny cheesiness that attracts attention, so that I don't mind that the rest of the room looks bland (which it does, but I don't care so much about it, and stay feeling positive about what I see). ;)

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^Hehe, I've played the map just a few days ago and discovered that secret for the first time (as far as I can remember). For whoever unknowing, it is BTSX E2 MAP01.

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Plutonia 64 - Congo screenshots:

http://i.imgur.com/e8lsC4D.png
http://i.imgur.com/uXXFGnC.png
http://i.imgur.com/BQ0l0sT.png
http://i.imgur.com/5vIoEiJ.png
http://i.imgur.com/k406K60.png
http://i.imgur.com/A0fBLeY.png
http://i.imgur.com/BFNZK2l.png

I had to brighten the images because I captured these on a dark monitor so sorry if they are bright on your bright monitors. I think I did really well capturing the Doom 64 design on a PC level.

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