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Grazza

Post Your Doom Picture (Part 2)

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Gez said:

Especially when most of these screenshots are obviously recognizable from the first few levels of KDITD. Three of them for E1M1 alone, two more from E1M3.

One more from E3M8 and the remaining two from a... retextured E3M6??

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Joe667 said:

Here are some early shots of a level I'm building for this community project. What do you think?
Bonus: Do you think that brown/yellow sandy stone walls or grey stone bricks are better for ancient temples/tombs? I think grey stone is easier to detail, but yellow makes it stand out as a temple.

http://i.imgur.com/1vo2By4.png

http://i.imgur.com/lmgyynj.png

http://i.imgur.com/12trU44.png

If you want something that stands out, it should contrast more with the natural cliffs. Which you should try to break a bit, by the way.

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The grate ceiling in the 4th shot is a bit uhh.. You could break it with some larger beams, or just remove the grate ceiling there. It's cool in the 1st shot.

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I agree about the grate ceiling. Small high-contrast patterns tend to look bad when stretched over a large area.

I'd also recommend using some higher-contrast lighting and stronger tints. Doom 64's textures are really designed for more intense lighting, and look a bit drab without it. In the fourth shot, a vertical gradient on the torch pillars would do a lot, for instance :)

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Meh, I can't please everybody. I'd like to keep it like it is, regardless of what people say. I appreciate the feedback though. :)

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It kinda makes me think of the mesh you find on screen doors to keep flies out. I don't know, maybe have a bit of ceiling bisecting it?

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Some WIP of a deathmatch map I was doodling around with over the new year but haven't significantly touched in about a month and a half. STARTAN2 indicates unfinished texturing and possibly architecture, and there is much unfinished lighting throughout.

Western main area, Atrium, looking south.

https://farm8.staticflickr.com/7317/16479246266_a4e75d068a_b.jpg

Looking across the Atrium from the foot of the main stair to the upper level; the lamp is the same one as is visible in the previous screenshot.

https://farm8.staticflickr.com/7308/16504226502_7c4bef6e8a_b.jpg

A little to the east of the big UAC sign visible in the first screenshot is this area, the Server Room.

https://farm8.staticflickr.com/7419/16317512878_d75c409b84_b.jpg

Down in the northwest corner of the Server Room, looking southeast.

https://farm9.staticflickr.com/8675/16479245976_252fdf3845_b.jpg

In another part of the map, looking south into the Backup Facility, where the blue armour can be obtained.

https://farm9.staticflickr.com/8681/16504226042_909f1f3e97_b.jpg

Facing north from the far side of the Backup Facility towards the walkway from which the previous screenshot was taken.

https://farm9.staticflickr.com/8640/16504225842_d7e9e4d2c4_b.jpg

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Guest Unregistered account

YUM


(I don't know...)

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@TheOrganGrinder: Looks great! Except the pink startan, which I suppose is a placeholder (EDIT: Yeah it is, you even said it.). Never use pink startan in any maps, it's overused (being a default texture), and also underwhelming to see most of the time, because many people have it associated with crappy lazy maps. I admit that I only sometimes like it in IWAD-esque KDITD themed maps.

@tourniquet: Nice natural curves and interesting colour scheme, actually! Very appealing to look at. :)

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@Linguica: You just take the top left pixel's colour and display it over 4x4 pixels, right? It doesn't look like if you were calculating an average shade.

Needless to say, looks... Horrible. :D

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scifista42 said:

@Linguica: You just take the top left pixel's colour and display it over 4x4 pixels, right? It doesn't look like if you were calculating an average shade.

No, that would look like this:



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Linguica said:

hmmm


omg so retro.

I'm tempted to recreate all the textures in that style.

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So I played it, kinda basic structure but that's forgivable for a speedmap I suppose. For me it had a red sky instead of the black one though...

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