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what are you working on? I wanna see your wads.


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Still working on Hellbrary 2. Most of building 1's infrastructure is complete, all need to do is resume on building 2 and put in keys, the exit, traps and other stuff.

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I suppose I can post some screenshots of another project, but until I can get a suitable list of credits for all of the resources I used I won't be able to release anything here. You may or may not have seen this before depending on whether or not you browse other Doom forums, maybe even played some of it.

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This is my "trial" trailer of one of the locations. The recording often lays due to the overload of my old PC. When you wake up to play it, the lag will be even bigger ... probably.

 

 

Sloped architecture: 9000% ;D

 

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Very pretty stuff! The only thing that struck me as strange was the random marble flat squares on the ceilings that the hanging bodies were hanging off of, but just great work!

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@StormCatcher.77 That looks great! One tech question though: how did you define the gently flickering lights at around the 1:20 mark?

 

Edit: One thing I noticed - make sure you increase the scale of the floor/ceiling textures on steeply-sloped sectors.  They distort otherwise.  The steeper the angle, the higher you'll need to set the scale.  Whether it's the X, Y or both scale depends on the direction of the slope and the texture.

Edited by Bauul

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@StormCatcher.77 That looks awesome! I see sloped 3D floors, which means this is for GZDoom only. Zandronum can handle slopes and 3D floors, but not sloped 3D floors.

 

1 hour ago, Bauul said:

@StormCatcher.77 That looks great! One tech question though: how did you define the gently flickering lights at around the 1:20 mark?

 

Most likely, he used GLDEFS.

 

Now I have a forum question: How can I make @A-person's-name appear as a button in my post?

Edited by Empyre
added my forum question

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Type @ and the first few letters of their name and wait a bit. A drop-down list will popup, click on the relevant name. E.g. @Empyre when typed normally; @Empyre when clicked on the menu. It's an AJAX thing so you've got to wait a bit for it to appear.

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@Jaska Those pillars in the second shot look absolutely outstanding.  Are they all standard sectors (i.e. not 3D floors)?

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14 minutes ago, Bauul said:

@Jaska Those pillars in the second shot look absolutely outstanding.  Are they all standard sectors (i.e. not 3D floors)?

Thanks! Just standard sectors.

 

X8zPs3P.jpg

 

Texture alignment is just pain.

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A couple of hours doodling and I came up with this vanilla Doom 2 map. Don't know why I created it. I guess its to see if I can still make something decent for vanilla Doom. 

TEK01.png

 

TEK02.png

 

TEK03.png

 

 

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This aint 50 hours of work, but its my first 100% complete map with (as far as I know) no errors or anything. Really proud of it.

 

k7vyp.jpg

 

Now i'm just looking for people to playtest it.

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1 minute ago, Killer5 said:

Some stuff I am working on when taking breaks from demos.

pic1.png

pic2.png

pic3.png

pic4.png

Are you trying create something like Chilax? :') Last picture speaks itself. 

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Just now, MysteriousHaruko said:

Are you trying create something like Chilax? :') Last picture speaks itself. 

The pictures trigger me hardcore. Revenants...oh god...

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It looks like just an illusion from the textures; look closely at the spot above the pistol and just to the left; there are more revs up top than below which suggests each row is just behind and above the previous row.

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Excellent stuff, MrZzul. Maybe when you work on the Ultra-Violence difficulty, those rings of revenants can be replaced with rings of archviles, but for HMP it looks pretty sweet. 

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