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Avoozl
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dutch devil said:
This room took me quite some time to create. Not sure if I should add some sky windows in the center to brighten this area up a bit. Its very detailed, adding sky windows might be challenging.
[IMAGE]
Edit: Much better.
[IMAGE]

Those are some tasty looking shots there, dutch devil.

Old Post 06-16-12 15:18 #
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gemini09
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dutch devil said:
This room took me quite some time to create. Not sure if I should add some sky windows in the center to brighten this area up a bit. Its very detailed, adding sky windows might be challenging.



I think it looks good without the window. The window breaks the sense of space, IMO.

Here's a map-shot of a WIP; the yellow highlights the finished area, the part north-east of that is of the previous version of the same map, and the rest are undecided drafts

http://i.imgur.com/9Gzna.jpg

There's no real purpose to this screenshot

Old Post 06-16-12 16:43 #
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Dutch Doomer
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gemini09 said:


I think it looks good without the window. The window breaks the sense of space, IMO.


Meh I'll keep the window in, I like it better that way. I allready wasted too much time on that single room, wanna make some progress fast.

Old Post 06-16-12 17:08 #
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Nomad
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Love it as usual, Dutchy. :D

Old Post 06-16-12 19:14 #
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NiuHaka
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@Dutch
Visually I prefer the window. That orange sky really adds some interesting contrast.

Old Post 06-16-12 20:12 #
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DuckReconMajor
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I like the brighterness.

Old Post 06-16-12 20:58 #
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Tango
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before

after

Old Post 06-16-12 22:09 #
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esselfortium
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Tango said:
before

after


The architecture looks lovely, but the overly plain darken2 walls don't really do it any favors.

Old Post 06-16-12 22:12 #
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Tango
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esselfortium said:

The architecture looks lovely, but the overly plain darken2 walls don't really do it any favors.



make me a better white wall texture bossman

Old Post 06-16-12 22:16 #
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Dutch Doomer
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Cool shots Tango, the after shots look better. I like the detail you added on the top side of that structure. The gray texture I'm not so sure of, seems more fitting for inside areas.

Old Post 06-16-12 22:21 #
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skillsaw
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Tango said:
before

after



Looks great, I love bright and sunny maps and I don't think I've seen a software compatible blue daytime sky that looks as nice as that one does before.

I'm also not too crazy about the gray texture either, but an even worse offender IMO is the patchy grass flat. The repetition in such a large area really doesn't do it any favors.

Old Post 06-17-12 00:35 #
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Dutch Doomer
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Trying to create rock formations, always a pain to create for me. This is probably the best I can do. Bleh bleh bleh, I'll keep trying.
http://i46.tinypic.com/14oaczl.png

Old Post 06-17-12 13:11 #
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exl
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dutch devil said:
Trying to create rock formations, always a pain to create for me. This is probably the best I can do. Bleh bleh bleh, I'll keep trying.


Adding lighting variation can help too, like making the rocky sectors darker the farther out they are.

Old Post 06-17-12 13:33 #
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Dutch Doomer
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Thanks worth a try.

Old Post 06-17-12 13:39 #
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schwerpunk
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dutch devil said:
This room took me quite some time to create. Not sure if I should add some sky windows in the center to brighten this area up a bit. Its very detailed, adding sky windows might be challenging.
http://i49.tinypic.com/51d30j.png
Edit: Much better.
http://i47.tinypic.com/29px275.png

That is beautiful, Dutch Devil. For some reason, I'm kind of reminded of Doom 64.

I can't believe some of the talent on display in this thread.

Last edited by schwerpunk on 06-18-12 at 12:34

Old Post 06-18-12 02:18 #
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LigH
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@ schwerpunk:

Don't quote images [read the image-posting rules in the FAQ].
__

In fact, I have to compare the architecture to Quake 2, and even more with with the roof window. I believe Quake 2 was quite proud of using windows to outer areas without too much fps penalty.

The texturing is even more detailed than the original Quake 2, rather like the extension "Pax Imperia" (gosh, I loved the monster masses there).

Old Post 06-18-12 05:44 #
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Nomad
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Makes me yearn for the classic purple quake sky though :D

Old Post 06-18-12 05:46 #
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Archvile78
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@dutchdevil: Those recent shots are quality, not surprising coming from you. (:

Old Post 06-18-12 05:46 #
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lupinx-Kassman
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Excellent Dutch Devil!

http://i132.photobucket.com/albums/q17/Kassman_01/Screenshot_Doom_20120618_025612.png

The only map that I might actually finish.

And now, a tearful look back on my abandoned works for this project:

http://i132.photobucket.com/albums/q17/Kassman_01/Screenshot_Doom_20120618_025014.png

http://i132.photobucket.com/albums/q17/Kassman_01/Screenshot_Doom_20120618_025228.png

http://i132.photobucket.com/albums/q17/Kassman_01/Screenshot_Doom_20120618_002859.png

http://i132.photobucket.com/albums/q17/Kassman_01/Screenshot_Doom_20120618_002748.png

http://i132.photobucket.com/albums/q17/Kassman_01/Screenshot_Doom_20120618_002652.png

Old Post 06-18-12 09:17 #
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Marnetmar
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That last one looks badass, why was it abandoned?

Old Post 06-18-12 09:24 #
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printz
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lupinx-Kassman: Is that from Back to Saturn X? If no, did esselfortium let you use his textures? Back to Saturn X is for vDoom. Can it handle those images?

Old Post 06-18-12 09:59 #
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lupinx-Kassman
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printz said:
lupinx-Kassman: Is that from Back to Saturn X? If no, did esselfortium let you use his textures? Back to Saturn X is for vDoom. Can it handle those images?


It is for btsx. They all were at one time, but currently only the first shot is from a map I consider feasible. The shawn tower in two of the shots couldn't really be handled in vanilla as you said, and the solution would have required me to use a different concept for the map than I wanted, so I scrapped it. The others I scrapped because I just wasn't feeling the theme.


Marnetmar said:
That last one looks badass, why was it abandoned?


Towers and vanilla just tend to disagree. Vanilla doom could handle this structure, but it didn't really come out the way I intended.

Old Post 06-18-12 10:23 #
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Dutch Doomer
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Thanks guys.

@Lupinx-Kassman awsome shots you have there. Thats for Back to Saturn X right. Vanilla Doom mapping is quite challenging, but also good fun. Cool status bar too.

Old Post 06-18-12 10:35 #
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Katamori
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lupinx-Kassman: Wow, I love third and fifth shot. I've never even though that Back so Saturn X uses these beutiful textures

Old Post 06-18-12 11:50 #
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schwerpunk
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@lupinx-Kassman: Nice, vibrant work! Amazing use of colour. Very inspiring.


LigH said:
@ schwerpunk:

Don't quote images [read the image-posting rules in the FAQ].
Thanks for the friendly reminder. Noob mistake on my part. >_<

Old Post 06-18-12 12:36 #
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Z86
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A few images of my recent progress on my megawad:
MAP22:
http://i.imgur.com/cWlDkm.png
MAP23:
http://i.imgur.com/WJ7Jxm.png
http://i.imgur.com/iTL6wm.png
http://i.imgur.com/33Dk9m.jpg

Old Post 06-18-12 12:45 #
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LigH
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Skulls pave his path... ;)

Nice atmosphere. The sky is especially eyecatching.

Old Post 06-18-12 12:47 #
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ducon
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The sky is a texture from Doom³ (hellsky).

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Old Post 06-18-12 18:11 #
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exl
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More CTF stuff. Not all of it is finished yet.

http://www.dvdflick.net/storage/solo6.jpg

http://www.dvdflick.net/storage/solo7.jpg

http://www.dvdflick.net/storage/solo8.jpg

http://www.dvdflick.net/storage/solo9.jpg

Old Post 06-18-12 20:22 #
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esselfortium
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Nice.

If you lower unpeg the stone stairs in the first shot, you shouldn't get the same 16-unit chunk repeating on every one of them.

Old Post 06-18-12 20:36 #
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