StormCatcher.77 Posted October 11, 2018 (edited) That is strange, but in browser animation runs much faster Edited October 11, 2018 by StormCatcher.77 43 Share this post Link to post
StormCatcher.77 Posted October 11, 2018 (edited) This is a two cyclical voodoo-doll conveyors, that instant raises next and lowers previous sectors in outer empty space. Hidden lines with midtexture in the centre on this "circle" have a same linedef identifiers, depending on the each separate outer sector. Floating up and down is realised by texture animation. Spoiler Edited October 11, 2018 by StormCatcher.77 32 Share this post Link to post
Catpho Posted October 11, 2018 (edited) Increadible Trickery @StormCatcher.77 :D How did you figure it out? (How did you came to the solution?) Edited October 11, 2018 by Catpho 1 Share this post Link to post
elend Posted October 11, 2018 What. I still don't understand it... but... awesome work, man! 1 Share this post Link to post
StormCatcher.77 Posted October 11, 2018 (edited) @Catpho Well, once I tried to create a rotating fan on the ceiling ... It turned out not perfect, but not very bad too. Now I have implemented this experience in a simpler form. At this point, map (with fan) is still abandoned. @elend Sorry for my english. Edited October 11, 2018 by StormCatcher.77 25 Share this post Link to post
elend Posted October 11, 2018 @StormCatcher.77 It's not your english, it's just that I don't understand the mechanics. xD I am very new to Doom mapping and thus have not a real grasp on those linedef things and voodoo dolls, etc. Just great work man, keep it up. The ceiling fan also looks amazing. You should finish that map. :D 1 Share this post Link to post
Jimmy Posted October 11, 2018 I choose to believe that's a 2-pixel tall revenant who lives on a shrub. Like some cartoon worm or something. 13 Share this post Link to post
Marlamir Posted October 11, 2018 @StormCatcher.77 Do you think is possible to put this into tutorial section? This is really stunning! 1 Share this post Link to post
Dragonfly Posted October 11, 2018 (edited) You could probably learn from @Afterglow's age old example: https://www.doomworld.com/idgames/prefabs/dmdhzfan Though there's more ways to do it, for sure. :) Edited October 11, 2018 by Dragonfly 3 Share this post Link to post
Marlamir Posted October 11, 2018 I will take a look thank you for the link 0 Share this post Link to post
seed Posted October 11, 2018 8 hours ago, StormCatcher.77 said: Hide contents Interesting looking here, like a more complex nonagram. 0 Share this post Link to post
PeterMoro Posted October 11, 2018 Once upon a time, in my first map, I made a geometrically perfect pentagram-teleporter. I'm proud of that. It took some time. 11 Share this post Link to post
snapshot Posted October 11, 2018 (edited) a map for the D64EX CP EDIT: moore, Finally figured out how the lighting works in D64EX, I like how this area turned out. Edited October 11, 2018 by tempdecal.wad 8 Share this post Link to post
StormCatcher.77 Posted October 11, 2018 @Marlamir That's good idea. I try to realise it a bit later. 1 Share this post Link to post
Aquila Chrysaetos Posted October 12, 2018 Two days' work spent on this room. Four sector portals stacked on top of one another to make this room "three-dimensional". 13 Share this post Link to post
Urthar Posted October 12, 2018 Got the true colour version of Dimension of the Boomed running. There's still some things to optimise to increase mod compatibility further, but it should be done by the weekend. And yes, it runs Brutal Doom. 13 Share this post Link to post
Bridgeburner56 Posted October 12, 2018 On 10/12/2018 at 2:47 AM, PeterMoro said: Once upon a time, in my first map, I made a geometrically perfect pentagram-teleporter. I'm proud of that. It took some time. Once you get the hang of it it's hard to stop. Stair builder tool is your friend for doing the indents around the initial geometry 25 Share this post Link to post
Jaska Posted October 12, 2018 3 minutes ago, Bridgeburner56 said: Once you get the hang of it it's hard to stop. Stair builder tool is your friend for doing the indents around the initial geometry Realizing how the stair builder works has been the greatest thing for a while. I've been into facades now. ..and being more of an architect(?) than a doom mapper(?). I've always wanted to be an architect, actually. ..and of course some interiors as well 32 Share this post Link to post
elend Posted October 12, 2018 @Jaska That is some great stuff! And yeah, discovering the stair builder was a big help for me, too. :D 1 Share this post Link to post
Tango Posted October 12, 2018 what's the trick with stair builder? I think I am out of the loop 0 Share this post Link to post
Aquila Chrysaetos Posted October 12, 2018 2 minutes ago, Tango said: what's the trick with stair builder? I think I am out of the loop With stair builder, you can make curves, border sectors, and many other things (even stairs, but who uses it for that?) with little effort. If you select a sector and use the stair builder tool, it will "draw" another sector within the one selected. If you select two linedefs and use the tool, it will connect the two with "stairs" and you can use it to make neat and weird curves without having to draw them by hand. It's remarkably useful for everything except what it's intended for. 5 Share this post Link to post
Tango Posted October 12, 2018 what the hell that sounds like wizardry. thanks for the tip, that sounds amazing :D 2 Share this post Link to post
Gez Posted October 12, 2018 So it's not my picture, but I want to share it anyway. Yeah I know Deep Dreams is old hat by now. But still. (Source) 24 Share this post Link to post
Danlex Posted October 13, 2018 ^ that reminds me of Enigma 13 https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/enigma13 0 Share this post Link to post
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