Gaia74 Posted August 25, 2018 41 minutes ago, Aquila Chrysaetos said: So, you're telling us that your DECORATE text lump has over three hundred thousand lines for one monster? How much of that is junk? 99.99%? is not all garbage although it seems, what happens is that it is a boss monster, and has more than 20 attacks, and well, with these images you can see why xD 4 Share this post Link to post
Bauul Posted August 25, 2018 (edited) I've been tinkering with doing a creepy tech-base level for Elementalism, using mostly a combination of Torm's Too Much Brown texture pack and HidFan's Doom 3 texture pack. Chuck in some spark actors and some flickering lights, and the textures do 99% of the work for you! Edited August 25, 2018 by Bauul 39 Share this post Link to post
Empyre Posted August 25, 2018 @Gaia74 That is all the more reason that it is good idea to turn that WAD into a PK3. It would make a huge difference in the file size, and it would require let you organize all that custom content into folders. https://zdoom.org/wiki/Using_ZIPs_as_WAD_replacement 2 Share this post Link to post
JDR Posted August 25, 2018 1 hour ago, Bauul said: I've been tinkering with doing a creepy tech-base level for Elementalism, using mostly a combination of Torm's Too Much Brown texture pack and HidFan's Doom 3 texture pack. Chuck in some spark actors and some flickering lights, and the textures do 99% of the work for you! Glad to see D3tex put to good use in doom finally, quake community already done some crazy things with it. 0 Share this post Link to post
Novaseer Posted August 25, 2018 5 hours ago, Gaia74 said: is not all garbage although it seems, what happens is that it is a boss monster, and has more than 20 attacks, and well, with these images you can see why xD (images snipped) To be honest, that looks like something out of a terryWAD. Just minus the creator's face as the boss sprite. 1 Share this post Link to post
Teder Posted August 25, 2018 (edited) @Bauul Those cables are not only textures - I made simple md3 model (two triangles plane) and thx to thad I can put them easily where I want. Here are models, textures and DECORATE file. In the decorate file are descriptions where are textures from (DOOM 3, QUAKE 4, Aliens vs predator 2). I ripped them and make a new pk3, so you can use it if you like. There are 12 cables models. ANDROMEDA.zip Just change zip to pk3. EDIT: @Bauul your gif looks great! Edited August 25, 2018 by Teder 7 Share this post Link to post
seed Posted August 25, 2018 9 hours ago, Aquila Chrysaetos said: Was that worth it, he says. The answer is of course it was worth it to have stuck that one out. Eternal Doom is terrible. But MAP29 was pretty good. Good to know I'm not missing anything by never checking it out myself then. 8 hours ago, valkiriforce said: Only 47 minutes? Depending on the nature of the levels, that's usually a lot of time in my book. 0 Share this post Link to post
Dragonfly Posted August 25, 2018 Almost done with this one. Not looking forward to fixing the slime trails, heh. 28 Share this post Link to post
Teder Posted August 25, 2018 (edited) @Gaia74 20 (twelve) attacks!? WOW! I belive long code, because all sfx stuff are always long coded. As on screenshots it's got many particles attack. There was time when I was playing with Doom physx objects. I made a can that could be flip when you shoot it, so if you constantly shoot it jumps and could land one of the three sides, after few shoots it degrade but still works until permament death. To do it I used 3 separate models. I used more time to write a code than build a model. But 300 000 sounds gorgeous. BTW I like your stuff. Edited August 25, 2018 by Teder 1 Share this post Link to post
<inactive>Player Lin Posted August 25, 2018 (edited) On 8/21/2018 at 2:14 PM, BrassKnight said: I just figured how to import textures in Slade so I started making a map using them: *screenshots using Mars 3D Textures* Nice to see someone's map(s) using Mars 3D Textures. Especially the ART-07 texture was nothing to do with Mars 3D or DooM at all. :P Also, I don't mind being got credited but the resource WAD (from R667) was not converted by me(at least I uploaded the original game ISO/MARS.MAD file and then shared the converted MARS3D.WAD file for "history reasons", or something like that! :P), but the actual conversion was made by a guy named Mozai, he even given the Python script for converse the MAD file to WAD format(but sadly the link didn't worked anymore). https://forums.duke4.net/topic/6753-mars-3d-the-doom-clone-by-taiwanese/page__view__findpost__p__171911 Nah, this feels weird about got credits from something I never did... :3 Edited August 25, 2018 by Player Lin 0 Share this post Link to post
Gaia74 Posted August 25, 2018 57 minutes ago, Teder said: @Gaia74 20 (twelve) attacks!? WOW! I belive long code, because all sfx stuff are always long coded. As on screenshots it's got many particles attack. There was time when I was playing with Doom physx objects. I made a can that could be flip when you shoot it, so if you constantly shoot it jumps and could land one of the three sides, after few shoots it degrade but still works until permament death. To do it I used 3 separate models. I used more time to write a code than build a model. But 300 000 sounds gorgeous. BTW I like your stuff. they are even more attacks, but I said those of the missile part, because some trigger more attacks, also some attacks make he talk to you(since the monster can talk to you congratulating you for dodging an attack, or angry because you hurt her people ) 2 Share this post Link to post
Lore Posted August 25, 2018 (edited) Weirdest thing I've done in Heretic, probably: leading Maulotaur all the way back to the starting room (E3M7). Fortunately he stayed there for the rest of map. Neat thing to keep in mind for mapping purposes. Edited August 25, 2018 by Lore 5 Share this post Link to post
Scypek2 Posted August 25, 2018 (edited) You see, sometimes aerospace is not enough and you got to branch out... plus, simplified logos are all the rage nowadays! Edited August 25, 2018 by Scypek2 26 Share this post Link to post
Dragonfly Posted August 25, 2018 1 hour ago, Scypek2 said: You see I see what you did there. :P 3 Share this post Link to post
elend Posted August 25, 2018 @Scypek2 That is clever. Those doors now look like genuine elevator doors. 1 Share this post Link to post
valkiriforce Posted August 26, 2018 18 hours ago, Agent6 said: Depending on the nature of the levels, that's usually a lot of time in my book. Same, but with Eternal Doom I thought it would have taken much longer to solve MAP30 considering how cryptic the progression is. 1 Share this post Link to post
xdarkmasterx Posted August 26, 2018 (edited) Edited August 26, 2018 by xdarkmasterx 7 Share this post Link to post
seed Posted August 26, 2018 None of them will be alive to tell the story xd. 6 Share this post Link to post
Malrionn Posted August 26, 2018 These two screenshots are from TNS. I have around a hundred screenshots of TNS, some of them not worth showing imo. I can upload them to an Imgur album if some people want to. 1 Share this post Link to post
Gaia74 Posted August 27, 2018 Say Hello To Kaiser And Her 2 Elite Guards!, In Her Office! (pd: Bienvenido it means welcome) 1 Share this post Link to post
galileo31dos01 Posted August 27, 2018 (edited) (Community Chest 2, MAP07) (MAP27) P.S: Does anyone know the name of this effect? I've seen it before in rare opportunities. Edited August 28, 2018 by galileo31dos01 3 Share this post Link to post
Master O Posted August 28, 2018 (edited) On 8/24/2018 at 7:38 PM, Lila Feuer said: Most levels I played in Eternal Doom had 'SUCKS' as my time. Eternal Doom would have been a lot better had the puzzles not been so obnoxiously obtuse. The maps had mandatory secrets and hidden switches all over them just to progress through the levels at all. The final map in particular, Excalibur, was hellish in that regard. I could understand hidden switches for optional secrets, but not mandatory secrets for every level. If anyone ever decides to make an Eternal Doom 2, the focus should be on making the puzzles a bit more intuitive. Having said that, the use of Heretic and Hexen assets in the levels worked really well in terms of the megawad's visual presentation. Edited August 28, 2018 by Master O 3 Share this post Link to post
Vermil Posted August 28, 2018 (edited) 6 hours ago, galileo31dos01 said: P.S Does anyone know the name of this effect? I've seen it before in rare opportunities. Modified COLORMAP? Unfortunately I think all GL ports don't use this lump. Edited August 28, 2018 by Vermil 0 Share this post Link to post
Gez Posted August 28, 2018 Boom colormaps should be supported by GLBoom+ and GZDoom, at least as long as you don't try to make exceedingly clever effects. 1 Share this post Link to post
ItsNatureToDie Posted August 28, 2018 Getting into mapping for the first time in a couple years, so not a whole lot to show at the moment. 15 Share this post Link to post
Teder Posted August 28, 2018 15 hours ago, galileo31dos01 said: (Community Chest 2, MAP07) (MAP27) P.S: Does anyone know the name of this effect? I've seen it before in rare opportunities. What the name of this mod? I'd like to play it. 0 Share this post Link to post
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