riderr3 Posted November 9, 2017 Because some of textures is does not match for those diagonal shapes. But others do well. Myself, I even made an shifted teleport texture, for special cases. That is old screenshot from Urania. Here I've mostly used bricks, bstone and tiles. Spoiler 2 Quote Share this post Link to post
ukiro Posted November 9, 2017 Retextured some 17 year old unfinished thing I found. Still kind 'meh'. 24 Quote Share this post Link to post
tourniquet Posted November 9, 2017 13 hours ago, SuperCupcakeTactics said: Do you make it straight then copy and paste it to be diagonal? No, everything was drawn in that angle right away. You'll probably end up with a lot of off grid nodes using your method so it's not very recommendable 0 Quote Share this post Link to post
Remilia Scarlet Posted November 9, 2017 (edited) 75-80% done Edited November 9, 2017 by YukiRaven 21 Quote Share this post Link to post
Bauul Posted November 9, 2017 @YukiRaven It's almost as if you have a penchant for Quake style levels... ;) 1 Quote Share this post Link to post
mgr_inz_rafal Posted November 9, 2017 Evil, demonic eye. Of the Satan, of course ;) 13 Quote Share this post Link to post
RonLivingston Posted November 10, 2017 (edited) Got some good progress on my next map. already egyptain themed. however. it could use the Wolfenstein theme with it too Edited November 10, 2017 by RonLivingston 2 Quote Share this post Link to post
rabidrage Posted November 11, 2017 I have no screenies as yet--don't get a lot of time to sit at the computer these days. Just married, working 40 hrs., trying to write more novels on the side, you know how it goes. But I'm sort of rebuilding the resources for a wad I started a while ago (my magnum opus?) so that the code is cleaner and the excess crap is cut out. In the meantime, I'm making heavy edits to Knee-Deep in the Dead. The goal is to add new things, make major sector shifts and set the whole thing up to work without ambient lighting. This will be done through dynamic lights/light sources, glowing flats and brightmaps, and I'll have to use a bit of ingenuity to keep the framerate up. I plan to seriously alter the dynamic and basically make it feel like a whole new episode. If this is of interest to anybody, I'll upload screenshots. E1M1 looks pretty good so far! 1 Quote Share this post Link to post
ukiro Posted November 11, 2017 Saturday map doodle. Decided to do some equilateral triangles. Editor pic is mega high res, so zoom into that if 1px grid stuff is your turn-on. 24 Quote Share this post Link to post
Lila Feuer Posted November 12, 2017 @ClumsyWizard Now he just needs to rip out the monitor and hurl it. 0 Quote Share this post Link to post
Dravencour Posted November 12, 2017 Heh. That would be a thing to see in Classic Doom. 0 Quote Share this post Link to post
ClumsyCryptid Posted November 12, 2017 If I could sprite it, I would do it. 1 Quote Share this post Link to post
scifista42 Posted November 12, 2017 Make it so the computer will explode when Doomguy shoots/punches it. 1 Quote Share this post Link to post
Tango Posted November 12, 2017 (edited) @ukiro those textures look so good ps plz release those textures :D Edited November 12, 2017 by Tango 0 Quote Share this post Link to post
Gez Posted November 12, 2017 12 hours ago, ukiro said: Saturday map doodle. Decided to do some equilateral triangles. Editor pic is mega high res, so zoom into that if 1px grid stuff is your turn-on. This is one of the cases where slopes would be neat, so the doorways could be equilateral triangles too. 3 Quote Share this post Link to post
years Posted November 13, 2017 It's still being made! I swear! Although I don't think these levels are going to make the cut. 7 Quote Share this post Link to post
Lila Feuer Posted November 13, 2017 @years Is it just me or is that Imp death way bloodier? 0 Quote Share this post Link to post
scifista42 Posted November 13, 2017 ^ Just you. See the normal IWAD sprite in an editor. 0 Quote Share this post Link to post
Memfis Posted November 13, 2017 I guess dark imp skin better contrasts with the blood, making it more pronounced. 1 Quote Share this post Link to post
_Mud Posted November 13, 2017 6 hours ago, years said: It's still being made! I swear! Although I don't think these levels are going to make the cut. Need more alpha. Cool screenshots 1 Quote Share this post Link to post
years Posted November 13, 2017 24 minutes ago, Memfis said: I guess dark imp skin better contrasts with the blood, making it more pronounced. Yep. The imps have been rendered green so they can be translated into DeHacked recolours. A side-effect of this in PrBoom+ is that when they are recoloured by the engine they don't stick to the palette (i.e. are 16 bit) and have a nicer, darker tone. Weirdly g/zdoom and does not do this, making them look essentially identical. 0 Quote Share this post Link to post
an_mutt Posted November 13, 2017 Nihility e2 was my favourite wad last year, so I'm super excited for more! Speaking of which, still plodding away at my own thing: (still a very rough version of it so far) 17 Quote Share this post Link to post
cannonball Posted November 13, 2017 (edited) Still working on some doom 2 maps, this one is actually going to be a remake of a map I made back in 2012 with hopefully some better ideas of visuals and gameplay compared to then. Edited November 13, 2017 by cannonball 9 Quote Share this post Link to post
Shadow Hog Posted November 13, 2017 2 hours ago, Serious_MOod said: Palmtree Panic Past? 5 Quote Share this post Link to post
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