Lila Feuer Posted October 27, 2017 @nxGangGirl To infinite gibs, and beyond. 2 Share this post Link to post
scifista42 Posted October 27, 2017 The grey area on the top right of the screenshot looks somewhat like a fragment of a comics speech bubble coming from the body as if it's screaming something upon being splattered. 4 Share this post Link to post
galileo31dos01 Posted October 27, 2017 15 hours ago, Fuzzball said: Look at the ceilings above too- it's ...kinda obvious. Not to mention learn once- info gained for next time. Not everything will/has to go perfectly one your first run. The ceilings are identical, actually. The corpse is the hint, but I thought both switches will do something else, other than activating a crusher. I wasn't enjoying the design of that map in specific (UV compared to HMP) though, so that crusher was just another addition I perceived negatively. 0 Share this post Link to post
Koko Ricky Posted October 27, 2017 (edited) I've had this idea for awhile now, about a tech/hell map that starts with the player being given the option to take the blue or red key route to whatever is beyond those portals. After deciding to give GZDoom Builder a go, I began buildiong on this idea and gleefully explored colored lighting, and the ability to use PK3 files (in this case the Doom 64 texture set) to achieve a moody effect. Edited October 27, 2017 by GoatLord 10 Share this post Link to post
nxGangrel Posted October 27, 2017 ^I wanted to use that concept for the Doom 2 Redux level of Map 08. I never finished it though. 0 Share this post Link to post
wallabra Posted October 27, 2017 I guess I got some inspiration. W/ liteamps: W/O liteamps: 5 Share this post Link to post
Glikkzy Posted October 28, 2017 In-fighting action shot! Smooth Doom, and a small, unused area from my WIP mapproject. 17 Share this post Link to post
Tristan Posted October 28, 2017 Found this in the ZDS Halloween bonus map... 7 Share this post Link to post
superchargecacodemons800 Posted October 28, 2017 Red key room in Map28: International Space Station. 4 Share this post Link to post
bioshockfan90 Posted October 29, 2017 On 10/4/2017 at 2:31 PM, franckFRAG said: The day is nearing. One can only wonder what franckFRAG is going to release on this unholy date. 5 Share this post Link to post
Master O Posted October 29, 2017 On 10/27/2017 at 3:47 PM, GoatLord said: I've had this idea for awhile now, about a tech/hell map that starts with the player being given the option to take the blue or red key route to whatever is beyond those portals. After deciding to give GZDoom Builder a go, I began buildiong on this idea and gleefully explored colored lighting, and the ability to use PK3 files (in this case the Doom 64 texture set) to achieve a moody effect. Matrix Doom? 2 Share this post Link to post
wheresthebeef Posted October 29, 2017 (edited) I've got a few more things to add in (one more character and art for the other weapons) before I fully reveal this game! :) Edited October 29, 2017 by wheresthebeef 20 Share this post Link to post
Remmirath Posted October 29, 2017 Small teaser for a texture pack I'm making with @Dragonfly (the new textures are the stone ones on the slopes and support structures): 24 Share this post Link to post
jmickle66666666 Posted October 29, 2017 3 hours ago, wheresthebeef said: I've got a few more things to add in (one more character and art for the other weapons) before I fully reveal this game! :) hell yeahhhhhhh hmu when you do 2 Share this post Link to post
Spie812 Posted October 30, 2017 (edited) This came out of a speedmap and actually surprised me a little. The blue sector has a glow effect for contrast, it's just dim when I took the screenshot. Edited October 30, 2017 by Spie812 7 Share this post Link to post
Octavarium Posted October 30, 2017 Finally getting somewhere (subject to change). And this area is a lot more slaughtery than it looks right now 21 Share this post Link to post
galileo31dos01 Posted October 31, 2017 (picture taken from THT: Threnody MAP19) I found a new boss-tier. 3 Share this post Link to post
Bauul Posted October 31, 2017 Experimenting with using custom sky textures, line portals and translucent mid-textures to achieve a simplistic (but therefore computationally efficient) reflection effect. 9 Share this post Link to post
Da Werecat Posted October 31, 2017 Fuck. Someone beat me to it. There's a clear benefit to this approach: you can make the reflection as blurry as you want, with a little work. Few things reflect like mirrors in the real world. BTW, if alpha channels work in GZDoom, "specular maps" are a possibility. 1 Share this post Link to post
Avoozl Posted October 31, 2017 On 10/30/2017 at 8:37 AM, Remmirath said: Small teaser for a texture pack I'm making with @Dragonfly (the new textures are the stone ones on the slopes and support structures): I get Back to Saturn X vibes from that. 1 Share this post Link to post
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