Bridgeburner56 Posted May 22, 2019 Been making more good progress on this map. Powered by OTEXTM 52 Share this post Link to post
Kira Posted May 22, 2019 These must be your best screens to date. Your sense of visual balance (geometry and color) greatly improved compared to your previous maps, judging by these. If your gameplay chops improved at the same rate I have good times ahead of me :D 3 Share this post Link to post
Bridgeburner56 Posted May 22, 2019 1 hour ago, Kira said: These must be your best screens to date. Your sense of visual balance (geometry and color) greatly improved compared to your previous maps, judging by these. If your gameplay chops improved at the same rate I have good times ahead of me :D Thanks! It definitely feels like I'm getting better at gameplay elements (whether that is true remains to be seen). Been experimenting with more asymmetric designs which both look cool and lend themselves to better potential combat situations. Having a disgustingly good time making this map. 4 Share this post Link to post
ketmar Posted May 22, 2019 (edited) of course, it is totally unplayable in my engine (it chokes at single-digit FPS, and doesn't have gzdoom features map needs), but visuals are stunning. (tbh, it is not playable in GZDoom too on my PC). two screenshots from k8vavoom, stenciled lighting mode (don't mind missing things and textures, please). Spoiler p.s.: just to make it clear: maps are from @Bridgeburner56. but lighting is done by my engine. so i think i still can call it "my doom pictures" technically. ;-) Edited May 24, 2019 by ketmar 9 Share this post Link to post
Revenant100 Posted May 23, 2019 As I'm sure you've all noticed and have been equally perturbed by, Doom 2's MAP06 presents a truly implausible scenario in which a Spider Mastermind stands upon a crushing platform despite it being clearly impossible for her to have traversed the steps to make it onto said crushing platform in the first place. Therefore, I have taken it upon myself to edit the map to make this situation much more realistic. (Second Spiderdemon present for step size reference.) 21 Share this post Link to post
FoxPlays Posted May 23, 2019 (edited) little screenshots :) Edited May 23, 2019 by FoxPlays 6 Share this post Link to post
Fuzzball Posted May 24, 2019 22 hours ago, Rayziik said: Time for purple. Looks lovely~! But that redrock texture tiles something nasty... :P 0 Share this post Link to post
DynamiteKaitorn Posted May 24, 2019 I gotta admit, I have been slacking a lot with TMoD 3D as of late... kinda lost care for it for some time. Hopefully with me posting an alpha build that can help me boost my concentration and will power. Meantime! This is a pic of the new VR training map! To the right continues the training but if you've played before, just head to the portal. 2 Share this post Link to post
Bridgeburner56 Posted May 24, 2019 (edited) On 5/23/2019 at 9:09 AM, ketmar said: of course, it is totally unplayable in my engine (it chokes at single-digit FPS, and doesn't have gzdoom features map needs), but visuals are stunning. (tbh, it is not playable in GZDoom too on my PC). two screenshots from k8vavoom, stenciled lighting mode (don't mind missing things and textures, please). p.s.: just to make it clear: maps are from @Bridgeburner56. but lighting is done by my engine. so i think i still can call it "my doom pictures" technically. ;-) So this is what this map is meant to look like You can play anything in any port that you want but this is designed for gzdoom and the 'ray tracing' looks ... not good. And there is the repeating midtex that looks even worse. Edited May 24, 2019 by Bridgeburner56 13 Share this post Link to post
Test Tickle Posted May 24, 2019 (edited) Edited May 24, 2019 by pc234 46 Share this post Link to post
Gez Posted May 24, 2019 I hope the MIDI for this map is a rendition of Korobeiniki. 4 Share this post Link to post
Jaska Posted May 24, 2019 See this and be amazed! Easy way to implement midtexture shadows to a wall. How I haven't thought this ages ago! Has it's issues but now I'm using this everywhere, heh. Or not. 31 Share this post Link to post
Chainie Posted May 24, 2019 (edited) 9 minutes ago, Jaska said: See this and be amazed! Easy way to implement midtexture shadows to a wall. How I haven't thought this ages ago! Has it's issues but now I'm using this everywhere, heh. Or not. Nice idea! I had been doing something similar in my doom e2 replacement in progress about month ago. But i used sprites as shadows. :D Edited May 24, 2019 by Сhaingunner 23 Share this post Link to post
Jaska Posted May 24, 2019 10 minutes ago, Сhaingunner said: Nice idea! I had been doing something similar in my doom e2 replacement in progress about month ago. But i used sprites as shadows. :D Sounds like a good idea too! 0 Share this post Link to post
Gez Posted May 24, 2019 4 hours ago, Jaska said: See this and be amazed! Easy way to implement midtexture shadows to a wall. How I haven't thought this ages ago! Has it's issues but now I'm using this everywhere, heh. Or not. Side effect is that the shadow of the hanging vines is darker than the shadow of the wooden pillars. (Also it doesn't extend to the ceiling, so maybe this trick is better used in outdoors scenes where the ceiling is a sky?) 0 Share this post Link to post
Jaska Posted May 25, 2019 10 hours ago, Gez said: Side effect is that the shadow of the hanging vines is darker than the shadow of the wooden pillars. (Also it doesn't extend to the ceiling, so maybe this trick is better used in outdoors scenes where the ceiling is a sky?) Yes, there are problems but it works good enough if you don't start to think about it. 1 Share this post Link to post
Slipgate Tourist Posted May 26, 2019 (edited) The wait is finally over Spoiler Edited May 26, 2019 by Slipgate Tourist 5 Share this post Link to post
ukiro Posted May 26, 2019 Wait, he didn't correct the aspect ratio of the titlepic? 1 Share this post Link to post
Slipgate Tourist Posted May 27, 2019 (edited) Edited May 27, 2019 by Slipgate Tourist 25 Share this post Link to post
Szymanski Posted May 27, 2019 On 5/22/2019 at 11:15 AM, Bridgeburner56 said: Ridiculously good 6 Share this post Link to post
Tango Posted May 28, 2019 @Slipgate Tourist that looks so good!! is this from a WIP project? 0 Share this post Link to post
Batandy Posted May 28, 2019 (edited) Simpler times, those were the days... You might appreciate it even more in HD: https://i.imgur.com/x9Lxyp3.png Edited May 28, 2019 by Batandy 14 Share this post Link to post
Slipgate Tourist Posted May 28, 2019 (edited) 15 hours ago, Tango said: @Slipgate Tourist that looks so good!! is this from a WIP project? It's from a great wad called What dwells within. Surprisingly this is the author's first wad which is almost unbelievable since this episode is of such high quality. There are a few levels that have some cheap chaingunner traps but other than that it's good doomin'. I was playing with ZDoom, the Random Deaths & Decorations mod, this smooth animation mod and btsxhud-vanilla.pk3. To me it plays similar to Ultimate Simplicity and Some maps from some episode of some-megawad which are both excellent too. edit: Some screenshots of the secret level which is a cool Spoiler reimagining of E1M1 Edited May 28, 2019 by Slipgate Tourist 3 Share this post Link to post
Linguica Posted May 28, 2019 On 5/26/2019 at 1:12 AM, ukiro said: Wait, he didn't correct the aspect ratio of the titlepic? The nonstandard aspect ratio of Doom assets has got to be my #1 Doom pet peeve of all time for all the trouble it's caused over the years. 8 Share this post Link to post
-TDRR- Posted May 29, 2019 On 5/24/2019 at 2:09 AM, pc234 said: How is this even possible?! 4 Share this post Link to post
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