TwinBeast Posted August 25, 2015 Sodaholic said:Is this good? Bad? Anything I should change about it? You should have like minimum 2 times more grey shades than most of the color shades. Also probably better to just have a chosen few colors with more shades than trying to squeeze every hue into it. You can give the impression of more hues with combining the colors with each other or grey. The contrasts between the colors make you believe it's a different hue. 0 Share this post Link to post
Tracer Posted August 26, 2015 Made this a while ago. I don't remember if I shared it or not. But I just came across it on my computer and remembered how pleased I was. I imagine doomguy finding an invulnerability sphere in the midst of being slaughtered, and his bloody face smiling devilishly as his eyes begin to glow due to the incoming brutality that he is about to unleash. 0 Share this post Link to post
40oz Posted August 26, 2015 Urthar said:It's a one pixel deep alcove with sloped walls. It's set really dark, so even with the dynamic light hitting it, it still appears to be a shadow. That's really clever. I've always thought slopes really had no place in doom but now I see how it can be extremely advantageous for lighting. 0 Share this post Link to post
Cupboard Posted August 26, 2015 Agree with 40oz on this one. Finally I have learned a subtle use of slopes that could make a LOT of maps look better than they already do. 0 Share this post Link to post
Angry Saint Posted August 27, 2015 A work in progress: a level set in a hospital. 0 Share this post Link to post
Dave The Daring Posted August 28, 2015 Just hit 450 3D control sectors. You can see some of them in the top left corner. Maybe I'm going a bit overboard on the 3D stuff.. Only time will tell I guess. 0 Share this post Link to post
Urthar Posted August 28, 2015 Damn, I was getting worried when I hit 64 sectors. 0 Share this post Link to post
SyntherAugustus Posted August 28, 2015 Default Game! More at 11. http://imgur.com/RBbMTv8 http://imgur.com/qmZ94Cl,mtsUTHd http://imgur.com/LicBCRu,1fYjHH8,id35tLH Imagine a default game for Gloome. Pretty much that. 0 Share this post Link to post
Tristan Posted August 28, 2015 Jimi said:Pain Elemental is turbo! http://i.imgur.com/HhgU4al.png haha, I love this! 0 Share this post Link to post
SyntherAugustus Posted August 30, 2015 http://imgur.com/GxsdZTZ,YJMS5UA,zd5ND3,B7REHjg,1hKy7O8#3 Some progress. 0 Share this post Link to post
baja blast rd. Posted August 30, 2015 Jimi said:Pain Elemental is turbo! http://i.imgur.com/HhgU4al.png <3 <3 <3 0 Share this post Link to post
schmerr Posted August 30, 2015 IMX said:I figured I should post it here instead of making a thread about it. Is there anyone who happens to have a bigger, more high-res version of this picture? It's the Doom cover artwork without the logo. http://i.imgur.com/PcyjbAm.jpg Apparently there was a link to Flickr but that link seems to be dead. Any help would be extremely appreciated. New lock screen. 0 Share this post Link to post
dobu gabu maru Posted August 30, 2015 franckFRAG said:I hope to release this wad soon. Looking sleek and sexy Franck 0 Share this post Link to post
Fuzzball Posted August 30, 2015 May not be the first Doom cover (I'll hunt about the net) here is Doom2 at least~! RIGHT HERE! :D 0 Share this post Link to post
LigH Posted August 30, 2015 Angry Saint said:http://imgur.com/8HCAwpc A work in progress: a level set in a hospital. Wanna see it after improving light levels. Looks promising already; there are a bunch of creepy game scenes in hospitals or similar areas (e.g. Postal² zombie mod: Eternal Damnation) I already enjoyed, hope to enjoy yours too. 0 Share this post Link to post
gaspe Posted August 30, 2015 Meh, can't get the shadow on the upper wall too... 0 Share this post Link to post
AD_79 Posted August 30, 2015 This needs some editing, I think. Suggestions? 0 Share this post Link to post
franckFRAG Posted August 30, 2015 looks cool AD! Your inspiration is very perceptible :) 0 Share this post Link to post
SuperCupcakeTactics Posted August 31, 2015 @AD_79 Looks like it needs more lighting pazazz, and maybe a darker sky would be better 0 Share this post Link to post
AD_79 Posted August 31, 2015 More lighting... Maybe, though I'm on the verge of VPO-ing in a couple spots. I'll see what I can do. As for the sky, I don't know about a darker sky but I feel like I could use a different sky for this episode. The current one just feels... I dunno, a little bland. 0 Share this post Link to post
40oz Posted August 31, 2015 Are those the lost (unused) doom 2 ice textures? 0 Share this post Link to post
40oz Posted August 31, 2015 I killed 50,000+ monsters! About a year ago I made myself a frontend using batch scripts that quickly generate the command line arguments to record and playback demos. Using prboom's levelstat.txt output, I also gave it the ability to fetch the number of monsters killed on a map and total it into a "body count," so after about a year of using it I've finally reached 50,000 monsters. The catch is that it only counts toward your body count total if you complete the level from pistol start. So just rushing into a generic imp spam wad and BFGing through everything then getting blown up by an archvile in the exit room won't count. I guess the reason it took me so long is I have a habit of obsessively playing the same levels for hours until I can beat them. As it turns out, the hardest levels tend to have fewer monsters than easier ones. In theory I could run through Knee Deep in The Dead a couple hundred times and hit 1,000,000 in no time :P 0 Share this post Link to post
gaspe Posted August 31, 2015 AD_79 said:This needs some editing, I think. Suggestions? I think that the black rock where there are the armor bonuses blends too much with the black marble, maybe use the ice or something gray/light gray. 0 Share this post Link to post
AD_79 Posted August 31, 2015 40oz said:Are those the lost (unused) doom 2 ice textures? Don't think so, I borrowed them from 32in24-14 (I had to resize the snow wall texture seen there because the original was 256x256). 0 Share this post Link to post
franckFRAG Posted August 31, 2015 @ AD, ah you made your wad in vanilla format? It was the reason whom I didn't any more continue to make curvilinear maps. I met too many problems, because the high numbers of linedefs, to make curves, created HOMs. Also because players hate "insta-death" for the hole. 0 Share this post Link to post
AD_79 Posted August 31, 2015 franckFRAG said:@ AD, ah you made your wad in vanilla format? It was the reason whom I didn't any more continue to make curvilinear maps. I met too many problems, because the high numbers of linedefs, to make curves, created HOMs. Also because players hate "insta-death" for the hole. Yeah, I'm having a couple issues with the segs (only when you fall down into death), and I actually can't fix them. Oh well :P 0 Share this post Link to post
Tracer Posted August 31, 2015 Started remaking the Icon of Sin for my Doom2 Redux project (if you want more information on that project and might be interested in mapping or playtesting, message me). But I really like how this is coming out. Very unsettling. Here are some screens. 0 Share this post Link to post