StormCatcher.77 Posted April 12, 2017 Walter confetti Looks nice and pretty classic! Sooner or later, I will also turn my attention to this project. 2 Quote Share this post Link to post
Quagsire Posted April 15, 2017 Back in the game I guess, how is this looking? 1 Quote Share this post Link to post
StormCatcher.77 Posted April 16, 2017 (edited) @AbsorbedHatch Seems something like first map for new megawad :] Edited April 16, 2017 by StormCatcher.77 0 Quote Share this post Link to post
Mosshopper Posted April 16, 2017 Two shots of the first two rooms from my Texture Extravaganza map. 4 Quote Share this post Link to post
Reisal Posted April 16, 2017 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. 0 Quote Share this post Link to post
Mosshopper Posted April 16, 2017 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. 6 Quote Share this post Link to post
Gez Posted April 16, 2017 Goblimps. That's the Daggerfall bow, isn't it? 0 Quote Share this post Link to post
Mosshopper Posted April 16, 2017 Yeah it is. The Goblins are from Occultic Doom by Kontra Kommando. 0 Quote Share this post Link to post
NecrumWarrior Posted April 24, 2017 A possible candidate for my DWMP2017 submission. I am tentatively calling it The Divide. 2 Quote Share this post Link to post
Misty Posted April 24, 2017 I think I'll change that red wall in zimmer texture,so it won't look like rainbow. 0 Quote Share this post Link to post
Remilia Scarlet Posted April 25, 2017 A room in map three of SoTNR. 6 Quote Share this post Link to post
StormCatcher.77 Posted April 27, 2017 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 14 Quote Share this post Link to post
Fonze Posted April 27, 2017 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! 0 Quote Share this post Link to post
Bauul Posted April 27, 2017 (edited) @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 April 27, 2017 by Bauul 0 Quote Share this post Link to post
Empyre Posted April 27, 2017 (edited) @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 April 27, 2017 by Empyre added my forum question 0 Quote Share this post Link to post
Gez Posted April 27, 2017 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. 0 Quote Share this post Link to post
Bauul Posted April 27, 2017 @Jaska Those pillars in the second shot look absolutely outstanding. Are they all standard sectors (i.e. not 3D floors)? 0 Quote Share this post Link to post
Jaska Posted April 27, 2017 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. Texture alignment is just pain. 1 Quote Share this post Link to post
Dutch Doomer Posted April 27, 2017 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. 6 Quote Share this post Link to post
Phade102 Posted April 27, 2017 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. Now i'm just looking for people to playtest it. 6 Quote Share this post Link to post
Killer5 Posted April 27, 2017 Some stuff I am working on when taking breaks from demos. 7 Quote Share this post Link to post
Misty Posted April 27, 2017 1 minute ago, Killer5 said: Some stuff I am working on when taking breaks from demos. Are you trying create something like Chilax? :') Last picture speaks itself. 0 Quote Share this post Link to post
Phade102 Posted April 27, 2017 Just now, MysteriousHaruko said: Are you trying create something like Chilax? :') Last picture speaks itself. The pictures trigger me hardcore. Revenants...oh god... 0 Quote Share this post Link to post
Gez Posted April 28, 2017 2 hours ago, Killer5 said: Are they just stacked atop each others? 0 Quote Share this post Link to post
Fonze Posted April 28, 2017 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. 0 Quote Share this post Link to post
baja blast rd. Posted April 28, 2017 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. 0 Quote Share this post Link to post
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