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CorSair
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Posts: 266
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If I wasn't already impressed, now I really am. :)

Old Post 05-19-13 21:05 #
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schwerpunk
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Posts: 1226
Registered: 05-12


dutch devil, I circled all the things I liked in your second screenshot. I especially enjoyed everything done with LITE3 (or is it 5...), anyway the LITEs; they're great.

EDIT: May as well share some of my work, too. From a WiP entry for the Mad megawad project. The main weapon is a rocket launcher, so I tried to set up as many maddening engagements as possible, where fighting with such a weapon is difficult (dark areas, tight mazes, etc.).

http://i.imgur.com/AUCHLuY.png
basic hallway look

http://i.imgur.com/IE7MPwI.png
glowing bloodpool in secret area *shrug*

http://i.imgur.com/NYUQKRN.png
close-quarters maze

Last edited by schwerpunk on 05-19-13 at 21:41

Old Post 05-19-13 21:30 #
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Cell
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Posts: 1635
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dutch devil said:
More stuff added, its going to be pretty big.

Already braced myself for the initial masterpiece release.

Old Post 05-19-13 21:55 #
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mrthejoshmon
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looks interesting schwerpunk, I like the look of the bloodpool and how it just stands out from everything else.

in relation to making things stand out, how would I make coloured lighting? (I'm looking to make PSX styled versions of my recent maps)

Old Post 05-19-13 21:58 #
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dutch devil
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schwerpunk said:
dutch devil, I circled all the things I liked in your second screenshot. I especially enjoyed everything done with LITE3 (or is it 5...), anyway the LITEs; they're great.

Thanks the bottom shot is made from a drawing, had some rough idea how I would want it to look. So I made a drawing first, turned out pretty cool. I wanted to stick those ceiling lights on an unusual position.


CorSair said:
If I wasn't already impressed, now I really am. :)

Thanks its around 70% done so far, it grows by the day. So many ideas to put in still. This map turns out very different than my usual stuff, kinda weird with texture combinations and layout.

Old Post 05-19-13 22:12 #
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Katamori
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Posts: 2019
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Dead parachute trooper. My question is that can you approve it or is it rather ugly?

https://www.dropbox.com/sh/p5tcg8l4...SiT%20MAP13.JPG

Last edited by Katamori on 05-19-13 at 22:40

Old Post 05-19-13 22:27 #
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durian
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Posts: 132
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Heh. My first thought was: 'Jellyfish', which is not to say, 'ugly'.

I really like that second shot dutch - nice and gloomy, and I like the light on the nukage :)

Not been able to attend to DOOM much this week, but was able to steal some time this afternoon - been playing with this room (not done yet).

https://dl.dropboxusercontent.com/u/28198906/DW/Screenshot_Doom_20130519_222529.jpg

Old Post 05-19-13 22:37 #
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schwerpunk
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Posts: 1226
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Katamori said:
Dead parachute trooper. My question is that can you approve it or is it rather ugly?

https://www.dropbox.com/s/7lg1dmkq2...SiT%20MAP13.JPG

It's definitely Doom-y... Not exactly great looking, but if it's integral to you level, it could be justified. We already have to suspend our disbelief when playing Doom wads, so it's not really a huge deal...

EDIT: @ Durian - nice room! Inspired by Doom 2's MAP01 in any way? Great lighting. Also, while I don't usually approve of flat changes without height variation, the transition from blue to grey looks really good as it is.

Old Post 05-19-13 22:39 #
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dutch devil
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Impressive shot durian, I like what you did that BLAKWAL texture. Never been able find a good use for it. Seems inspired by Doom 2 Map01 like Schwerpunk mentioned, which is awsome of course.

Old Post 05-19-13 22:49 #
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durian
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Posts: 132
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Thanks guys :)

Yeah, a not-too-subtle descendent of Map01. If you're interested, here's a hi-res shot of the starting room (larger version of an image I posted a few pages back - is quite big).

@schwerpunk Yes I used to have similar feelings about flat changes without height variation, and sort of discovered by accident that in certain circumstances I prefer to keep things even.

Old Post 05-19-13 23:01 #
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Cell
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Posts: 1635
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Nah, I see, that was the level for which the argument over circular light spreading went on some pages earlier. Way cool!

Old Post 05-20-13 02:22 #
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ComicMischief
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Posts: 403
Registered: 06-12


http://img.photobucket.com/albums/v469/jayextee/fd1_zps5abcb6c9.png

Too keep my style from getting stale, I'm using the FreeDoom textures as I map. The final maps are just stock Doom 2, and the results often surprise me in a pleasant way.

Vanilla-compatible mapset.

Old Post 05-20-13 14:10 #
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walter confalonieri
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Posts: 1450
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http://i.imgur.com/ziBMIUz.png

making a boss speedmap for the forgotten mayhem.... too dark?

Old Post 05-20-13 17:55 #
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durian
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Posts: 132
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Hard to say from this angle, but I wouldn't say so. I like the caco in the booth, for some reason I feel like he/she is on the telephone.

Old Post 05-20-13 18:17 #
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Shadow Hog
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Posts: 264
Registered: 07-09


I can only imagine it's speakerphone, given the Cacodemon's lack of hands.

Dialing must've been a pain, though.

Old Post 05-20-13 18:43 #
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