Fuzzball Posted February 22, 2017 Dutch Doomer said:Also looking for a matching flat for the ASHWALL7 texture. Not a crop of the original texture too, had some tweaking done to it! C: 0 Quote Share this post Link to post
Dutch Doomer Posted February 22, 2017 FuzzballFox said:http://i.imgur.com/4THFFjV.png Not a crop of the original texture too, had some tweaking done to it! C: Oh sweet thanks a bunch, this will come in handy. Thanks again. 0 Quote Share this post Link to post
LHSpanner Posted February 22, 2017 Made some more progress on my creepy ZDoom hub in the last week or two. The last shot is where you fight a boss - the base commander. 0 Quote Share this post Link to post
StormCatcher.77 Posted February 23, 2017 LHSpanner Nice work with the light! Very atmospheric. I like it dark metallic style. 0 Quote Share this post Link to post
nxGangrel Posted February 23, 2017 I'm currently working on a 30 level limit removing wad with three "chapters", each of them being different from each other in gameplay and design. The project is obviously concept and gameplay focused so the visuals are going to look a bit simplistic maybe. (Mostly because of the way I deign levels, but also these are being made on my free time which I don't get much of) I'll release the first ten levels (the first chapter) when they're done Oh yeah, there's a doomgirl too. 0 Quote Share this post Link to post
Deadwing Posted February 23, 2017 Is it a girl? You better change some weapons sprites that shows more the hands haha 0 Quote Share this post Link to post
Fuzzball Posted February 23, 2017 Nifty stuff! Don't forget to change the shadows on those HUD numbers! :) 0 Quote Share this post Link to post
nxGangrel Posted February 23, 2017 Deadwing said:Is it a girl? You better change some weapons sprites that shows more the hands haha I did. There's no hair on her arms, and if you haven't noticed her hand is smaller on the pistol. I also made a few other sprite adjustments to a few of the guns in general. Like the SSG being sawed off, and the PR being black instead of brown. I had to use the pitchfork from blood for the fist because I couldn't find a girly looking fist texture. 0 Quote Share this post Link to post
SFoZ911 Posted February 23, 2017 nxGangrel said:I did. There's no hair on her arms, and if you haven't noticed her hand is smaller on the pistol. I also made a few other sprite adjustments to a few of the guns in general. Like the SSG being sawed off, and the PR being black instead of brown. I had to use the pitchfork from blood for the fist because I couldn't find a girly looking fist texture. You can always decorate yourself a kick. 0 Quote Share this post Link to post
LEX SAFONOV Posted February 24, 2017 Shadow Warrior Map pack progress: 0 Quote Share this post Link to post
Deadwing Posted February 24, 2017 nxGangrel said:I did. There's no hair on her arms, and if you haven't noticed her hand is smaller on the pistol. I also made a few other sprite adjustments to a few of the guns in general. Like the SSG being sawed off, and the PR being black instead of brown. I had to use the pitchfork from blood for the fist because I couldn't find a girly looking fist texture. Oh, I see, the pistol hand still looks manly though. Anyway, I loved that statusbar 0 Quote Share this post Link to post
Deadwing Posted February 26, 2017 I loved that curvy layout, nice job! D: 0 Quote Share this post Link to post
Jaska Posted February 26, 2017 Deadwing said:I loved that curvy layout, nice job! D: Thanks! Update: One more experimental building: 0 Quote Share this post Link to post
SuperCupcakeTactics Posted February 26, 2017 Nice aesthetics Jaska! Not sure if I want to make this fortress UAC HQ just a front or more of an outside area surrounding it with a moat and windows you can shoot through to pick off enemies. also linedef art roses: Waiting for spring break to really start mapping again in overdrive mode (sorta). 2 Quote Share this post Link to post
crusty_charlie Posted February 26, 2017 http://imgur.com/a/goVp4 Further progress on my map. I wanted a little effect where one of the enemy marines you face is talking to his buddies who are on Mars through a computer screen, so I mapped out a little area behind a translucent linedef and put two guys up there. 0 Quote Share this post Link to post
LHSpanner Posted February 26, 2017 Jaska said:Thanks! Update: http://i.imgur.com/QVV1lr2.png One more experimental building: http://i.imgur.com/rsUup6Y.png They look fantastic! To my mind, the second one looks a bit like a hotel. 0 Quote Share this post Link to post
Dutch Doomer Posted February 26, 2017 Making progress, slowly been adding new rooms. I really want to try to make a harbor section with cranes and a container ship lying in port. Never attempted such a thing before, might be intersting. 1 Quote Share this post Link to post
Dragonfly Posted February 27, 2017 Looking Great, Dutch Doomer! Out of curiosity, I've been meaning to ask, are/were you "Dutch Devil" or is your name (and mapping style) just really similar? :) 0 Quote Share this post Link to post
Dutch Doomer Posted February 27, 2017 I am both Dutch Doomer, and Dutch Devil, no worries no twins or anything like that :) 0 Quote Share this post Link to post
Deadwing Posted February 27, 2017 Sound propagation mode is surely one of the best gzdoom features! God bless it lol 1 Quote Share this post Link to post
riderr3 Posted March 1, 2017 (edited) I even created a proper M_DOOM graphic.Limit-removing Boom with some new things and dehacked stuff. Hope it does not take years. Five maps is already done. Edited July 22, 2017 by riderr3 0 Quote Share this post Link to post
Tracer Posted March 3, 2017 You can try my first megawad, Doom 2 Redux. People seem to like it so far. 0 Quote Share this post Link to post
DooM_RO Posted March 4, 2017 I've been working on the second part of my Retribution trilogy (You can get the first part here https://www.doomworld.com/idgames/levels/doom/Ports/p-r/retrbtn) since last August, although a few chunks of the level have been around for a really long time. It is about 90% complete. Just minor tweaks and balancing left. 2 Quote Share this post Link to post
Dragonfly Posted March 4, 2017 Looks pretty damn huge, DOOM_RO! I'll have to keep an eye out for this. 0 Quote Share this post Link to post
baja blast rd. Posted March 5, 2017 SuperCupcakeTactics said:Nice aesthetics Jaska! https://puu.sh/ukTAZ/fd484fb9bf.jpg Not sure if I want to make this fortress UAC HQ just a front or more of an outside area surrounding it with a moat and windows you can shoot through to pick off enemies. also linedef art roses:https://puu.sh/ucB7w/9b317a9d89.png Waiting for spring break to really start mapping again in overdrive mode (sorta). This is great. 0 Quote Share this post Link to post
DooM_RO Posted March 5, 2017 Dragonfly said:Looks pretty damn huge, DOOM_RO! I'll have to keep an eye out for this. Thanks! It's barely holding together. I keep expecting collision errors to pop up as I am at 66.5k Sidedefs. I keep thinking the map will break if I add another linedef. 0 Quote Share this post Link to post
Bauul Posted March 5, 2017 DooM_RO said:Thanks! It's barely holding together. I keep expecting collision errors to pop up as I am at 66.5k Sidedefs. I keep thinking the map will break if I add another linedef. You can go far higher than 66.5K Sidedefs in GZDB and be fine thanks to Sidedef compression. I've seen it knock 50% off the number of Sidedefs in a map when compiled. It's the 65.5K Linedef limit you need to really worry about! 0 Quote Share this post Link to post
DooM_RO Posted March 5, 2017 Bauul said:You can go far higher than 66.5K Sidedefs in GZDB and be fine thanks to Sidedef compression. I've seen it knock 50% off the number of Sidedefs in a map when compiled. It's the 65.5K Linedef limit you need to really worry about! I think GZDB does that automatically. 0 Quote Share this post Link to post
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