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Kaiser
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Playing around with mouselook and spectator debug mode that I implemented

Old Post 04-14-08 20:58 #
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Dutch Doomer
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An map I'm working on.
http://img149.imageshack.us/img149/8238/doom0000wb1.th.png

Old Post 04-18-08 23:37 #
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Doom Marine
took his ball and went home


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dutch devil said:
An map I'm working on.
U R TEH L33T MAPPER!!!111

Old Post 04-19-08 00:03 #
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Dutch Doomer
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Playtesting the finished areas of map03 of my megawad its tough an bit high on ammo.
http://img292.imageshack.us/img292/4756/doom0000sx8.th.png
http://img81.imageshack.us/img81/5066/doom0001na5.th.png
People must get tired of seeing this shot all the time :p
http://img232.imageshack.us/img232/4117/doom0002sy0.th.png
Getting into 3d mode is taking quite some time now maybe I should split the map into pieces and join them later or something, whats causing the slowdown the nodebuilder I'm using no idea really.

Old Post 04-19-08 02:46 #
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esselfortium
A Major Doomworld Concern


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@Dutch Devil: Even though I've seen those areas before, looking good! :P Large maps take a while to save and build nodes, unfortunately...I've got one that's currently at around 20000 sidedefs and it'll probably hit the 65535 limit by the time I'm done with it. It's painfully slow to work on. One important thing to keep in mind if you're going to split the map up into different pieces, though, is tag numbers. I guess you could decide on a certain range of tags for each piece, and set up dummy sectors using all the other pieces' tag numbers so that you can use the "next free tag" buttons without worrying about overlap.

In other news, I've been working on KDiKDiZD again today. See if you remember this area! (And see if you can guess how I did it!)
http://sl4.startan3.com/screens/kdi...ge/01-above.png
http://sl4.startan3.com/screens/kdi...02-entering.png
http://sl4.startan3.com/screens/kdi...-underwater.png
http://sl4.startan3.com/screens/kdi...-switchroom.png
http://sl4.startan3.com/screens/kdi...-uhohnukage.png
Note that the underwater texture/flat coloring hasn't been done yet. I'll probably grayscale all the ceilings and wall textures, and have the floors change from bluish tint to greenish tint.

Old Post 04-19-08 03:00 #
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Psyrus
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A small work in progress... Screen 1
http://img176.imageshack.us/img176/...00804182av9.png

Screen 2; I'm not pleased with this cave at the moment. That entire rock wall needs work.
http://img135.imageshack.us/img135/...00804182iy9.png

I guess my last post of screens had its img tags automatically changed to url tags for a good reason. So I didn't use them this time.

Old Post 04-19-08 07:21 #
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printz
CRAZY DUMB ZEALOT


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dutch devil said:
An map I'm working on.
http://img149.imageshack.us/img149/8238/doom0000wb1.th.png

You know what? Despite Doom Marine's irony, that map from the screenshot doesn't look so bad. Just be sure to align the textures and you'll be having a tower building. The detail in TNT: Evilution is overall similar to that screenshot after an alignment.


Lutarez said:
A small work in progress...
Looks awesome, though I'd reduce the detail on the first shot's bridge and I'd also import new monsters. The Doom 2 ones are getting old.



I guess my last post of screens had its img tags automatically changed to url tags for a good reason. So I didn't use them this time.

If the mods deleted the img tags, then hell if I know their reasoning. The linked-to shots aren't too wide. Maybe they actually are, just a little bit?

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Old Post 04-19-08 13:01 #
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Dutch Doomer
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esselfortium said:
@Dutch Devil: Even though I've seen those areas before, looking good! :P Large maps take a while to save and build nodes, unfortunately...I've got one that's currently at around 20000 sidedefs and it'll probably hit the 65535 limit by the time I'm done with it. It's painfully slow to work on. One important thing to keep in mind if you're going to split the map up into different pieces, though, is tag numbers. I guess you could decide on a certain range of tags for each piece, and set up dummy sectors using all the other pieces' tag numbers so that you can use the "next free tag" buttons without worrying about overlap.

Mine is at 11,000+ sidedefs now I'm using bsp dunno if thats the best one to use, I'll try to make the map without splitting it up if it gets worse I cut it into pieces I wonder if I could have colored lighting that would be cool around key doors just like in psx doom.

Those areas do look familiar but I haven't got an clue how you pulled that off one thing I like about you is that you come up with very original ideas I like it how much work is there still to do?

@Printz all my maps start out like that :p I have plans of using that startan texture in map04 along with the other versions its gonna be nice and classic painfully hard and non linear heck all my maps are non linear so far me likes that :)

Old Post 04-19-08 15:24 #
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esselfortium
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dutch devil said:

Mine is at 11,000+ sidedefs now I'm using bsp dunno if thats the best one to use, I'll try to make the map without splitting it up if it gets worse I cut it into pieces I wonder if I could have colored lighting that would be cool around key doors just like in psx doom.


Hmm. You're doing this for boom format, right? You could do colored lighting with a pain-in-the-butt setup where you have to use a utility to generate the colormaps and then use transfer-heights to put it into your map. The original Boom.exe itself will only draw the colored lighting when you're standing inside that particular sector (and it'll affect all visible areas), but I believe PrBoom, Eternity, ZDoom and pretty much all other modern ports will actually draw the different areas onscreen using the desired colormaps.

Alternatively, you can use the cheap KDiKDiZD method, where you put all the textures and flats from the area you want to color into an image editor and tint them the color you want. :P

Either way, if you decide to use any colored lighting, I'd highly recommend gradienting it (either with a bunch of transitional colormaps, or a bunch of transitional recolored textures/flats, depending on the method you use). It makes the difference between random red blobs and awesome atmospheric lighting.


Those areas do look familiar but I haven't got an clue how you pulled that off one thing I like about you is that you come up with very original ideas I like it how much work is there still to do?

Haha, thanks! Unfortunately most of the work is still left to do. The work I did on this yesterday (the areas from those shots plus a few other nearby rooms from z1m4) was the first stuff I did for this since around February. Normally mapping for vanilla Doom isn't too bad, but trying to make it pretend it's ZDoom is where the real frustration sets in :P

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Old Post 04-19-08 17:13 #
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Dutch Doomer
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Nah I map in doom 2 format the KDiKDiZD method sounds interesting but all the extra work does not :p

Old Post 04-19-08 17:44 #
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esselfortium
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Aww. Boom is more fun :P

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Old Post 04-19-08 18:00 #
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Dutch Doomer
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It makes some things alot easier anyway playing through Suspended in Dusk again for inspiration it never gets boring great architecture and gameplay.

Unloading my chaingun into an Mancubus :p
http://img504.imageshack.us/img504/8472/doom0000zn3.th.png

Old Post 04-19-08 20:23 #
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Morpheus
Junior Member


Posts: 130
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Here's my WIP for GZDoom...


http://i254.photobucket.com/albums/...0406_173122.png
http://i254.photobucket.com/albums/...0406_174256.png
http://i254.photobucket.com/albums/...0406_174314.png
http://i254.photobucket.com/albums/...0406_174326.png
http://i254.photobucket.com/albums/...0406_174339.png
http://i254.photobucket.com/albums/...0406_174346.png
http://i254.photobucket.com/albums/...0406_174355.png
http://i254.photobucket.com/albums/...0406_174408.png

Here's one of my favourite GZDoom features...
http://i254.photobucket.com/albums/...0415_223518.png

Old Post 04-19-08 20:36 #
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the iron hitman
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Morpheus said:
Here's my WIP for GZDoom...


http://i254.photobucket.com/albums/...0406_173122.png
http://i254.photobucket.com/albums/...0406_174256.png
http://i254.photobucket.com/albums/...0406_174314.png
http://i254.photobucket.com/albums/...0406_174326.png
http://i254.photobucket.com/albums/...0406_174339.png
http://i254.photobucket.com/albums/...0406_174346.png
http://i254.photobucket.com/albums/...0406_174355.png
http://i254.photobucket.com/albums/...0406_174408.png

Here's one of my favourite GZDoom features...
http://i254.photobucket.com/albums/...0415_223518.png




Nice screenshots! 3D floors are my favorite GzDoom feature too :D

Old Post 04-19-08 21:08 #
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Patrick
someone employed to clean and maintain a building


Posts: 1998
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zap610 said:
http://img207.imageshack.us/img207/7513/screentm0.png

Just something I'm working on, going to be pretty quiet about it even though nobody cares.



looks like cyb's void

Old Post 04-19-08 22:43 #
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Psyrus
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the iron hitman said:
http://i254.photobucket.com/albums/...0406_174326.png

Nice usage of a purple tech motif and lights. An unusual combo but it works.

Old Post 04-20-08 01:23 #
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Jim Rainer
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Posts: 357
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Rather than uploading and linking to 38 screenshots at once, I threw together a youtube montage for pics of fooling around in EDGE.

Old Post 04-20-08 21:14 #
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deldelda
Invisible Platforms = Where?


Posts: 385
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http://img.photobucket.com/albums/v...lda/ahhnuts.gif
http://img.photobucket.com/albums/v...a/ahhhnuts2.gif

It's from a nuts clone I made a while ago.

First map has about 7,000 enemies and takes about a half hour to complete. I put all the ammo back at the start (I was still a noob when I made this) so that time could probably be cut down. It has INVISIBLE PLATFORMS in it too (see my title).

Second map has about 2200 enemies and takes about ten minutes to get to the last part. I consider it unfinished even though it has an exit.

I can upload it if anyone would like ...

Old Post 04-21-08 02:29 #
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Mechadon
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Just some more stupid screenshots :D

I was screwing around in an IGPack map. Unfreeze and watch your FPS be raped!
http://img247.imageshack.us/img247/687/doom0010qd0.th.png

More screwing around in a SMII build (note that map is :/). I thought the Prox Mine explosions looked purdy in OGL. Also wtf...Nailgun sprite heh.
http://img248.imageshack.us/img248/3640/doom0011ck0.th.png

And here's an actual serious screenshots of Neodymium II which is going to be released in IGPack:

http://img169.imageshack.us/img169/7707/doom0028gh9.th.png

Old Post 04-21-08 03:46 #
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Jim Rainer
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deldelda said:
I can upload it if anyone would like ... [/B]

Please do.

Old Post 04-21-08 03:47 #
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esselfortium
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Mechadon said:
And here's an actual serious screenshots of Neodymium II which is going to be released in IGPack:

http://img169.imageshack.us/img169/7707/doom0028gh9.th.png


Looking good! I recognize a few of those textures :P

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Old Post 04-21-08 03:59 #
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Mechadon
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Yea I decided that I whored out a lot of the yellow versions of those textures on previous maps, so I opted for a change (the version of that map which was unfinished had a lot of yellow it in). So I went with a spacey blue instead...and I remembered the PSX Doom sky and decided to give it a try, and it fit the theme perfectly I think :D. That actual screenshot is pretty bad though, I only took it because I needed some sort of background picture when I tried to make those Skulltag sig pics. There are 100s of better positions I could have used to take a screenshot that are better than that.

Old Post 04-21-08 05:01 #
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Archvile78
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Well here a few screenshots.

http://i15.photobucket.com/albums/a...0423_055900.png
Me after i pwned a couple of Imp in The Holocaust II in Kama sutra

http://i15.photobucket.com/albums/a...idisurvived.png
Another carnage scene,once again in a Kama sutra lvl...cannot remember the name.

http://i15.photobucket.com/albums/a...wimmingpool.png

A swimming pool in the map Miss Sporty from the wad Kama sutra.

Old Post 04-23-08 19:53 #
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Mithral_Demon
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Undead+priest said:
Well here a few screenshots.

http://i15.photobucket.com/albums/a...0423_055900.png
Me after i pwned a couple of Imp in The Holocaust II in Kama sutra

http://i15.photobucket.com/albums/a...idisurvived.png
Another carnage scene,once again in a Kama sutra lvl...cannot remember the name.

http://i15.photobucket.com/albums/a...wimmingpool.png

A swimming pool in the map Miss Sporty from the wad Kama sutra.



Uhh....

Dude, it looks like you used the "-kill monsters" command, THAT is too close to their original spots... Specially the Cacos and the Imps... but still nice to see their bodies laying waste in front.

Old Post 04-24-08 05:43 #
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Butts
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the middle shot is map 14 dog eat dog, i believe.

damn i love kama sutra.

Old Post 04-24-08 07:07 #
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Archvile78
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Mithral_Demon said:


Uhh....

Dude, it looks like you used the "-kill monsters" command, THAT is too close to their original spots... Specially the Cacos and the Imps... but still nice to see their bodies laying waste in front.



I took the pic after killing them all...simple...i see a room full of people...i waste them...then i use Idclip to go on an unreacheable ledge which will allow me to have a good view of the carnage.Thats the same thing i did for the Caco i killed them and went on a higher place to get a good view of them.Except in this one there is no Idclip used i just climbed some stairs where there was mancubi before i kill them.

I only use Idclip to get some good screenshot.Other than this i don't cheat but its up to you to believe me or not <_<

Old Post 04-24-08 07:56 #
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Mithral_Demon
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It just looks like you used the command, as people can't ALWAYS kill 20 monsters at once in their original spot with out their corpse flying. But still good carnage.

Old Post 04-24-08 23:57 #
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Archvile78
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hehe thx...well i did my carnage in a corner where you could find 4 rockets boxes.I killed the Imps and then i went to the place you can see on the picture.

Old Post 04-25-08 00:52 #
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Vader
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It's not possible he used the 'kill monsters' command. If this would be the case, all the imps, zombiemen, etc would be gibbed!

Old Post 04-25-08 00:54 #
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Archvile78
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do you know what is it to shoot in a corner of a wall..this way i am maximizing splash damage.

Old Post 04-25-08 08:14 #
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