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Dreadopp
Member


Posts: 429
Registered: 03-08


The screenshots look pretty trippy. :P I like the looks of Map 4. Neat stuff. :)

Old Post 08-21-09 23:05 #
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alien8
Mini-Member


Posts: 96
Registered: 05-08


I know I'm a little late to the party, but I felt the need to comment. This is amazing work - some of the maps felt like I was in an Escherian nightmare. Loved it!

Old Post 09-03-09 03:00 #
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gggmork
Senior Member


Posts: 1949
Registered: 06-07


Glad you like it. One of those escher 'fish change into birds' type tesselations could be made into a floor pattern actually.

'I guess you have more fun experimenting?'
Yeah, I tend to doodle I guess (plus the seg limit kinda prevents longer maps of this complexity without slowdown).

Phocas island 1 (phocas.wad) also used the wavy sector effect for ocean waves, but you need old zdoom 2.1.x for that wad.

Listening to stuff like this probably increased my OCD (an excuse to see if I can use youtube tags properly):

Last edited by gggmork on 09-03-09 at 06:40

Old Post 09-03-09 05:45 #
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sparerib1968
Junior Member


Posts: 162
Registered: 05-06


Incredible! I do not know if I am more amazed that Doom is capable of such mesmerizing imagery or that anyone could have the patience to create something of such intricate detail. You have earned my deepest respect!

IMHO the best parts are the endless spiral stairs in 06, and the tubes and waves of flesh in 07.

Most of these seem quite impractical to use in any kind of playable map, but the hellish geometry you've created is scary enough in its own right even without monsters.

Old Post 09-03-09 06:25 #
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TimeOfDeath
Forum Regular


Posts: 1488
Registered: 06-06


If you haven't seen his gameplay maps, they are scary enough without the weird artish stuff. :)

Old Post 09-03-09 06:38 #
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DooMAD
Doom IS a religion.


Posts: 1167
Registered: 07-02


Trippy. /me likes.

I think map09 is my favourite. Map07 has some really clever stuff too.

Old Post 09-03-09 11:56 #
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gggmork
Senior Member


Posts: 1949
Registered: 06-07


I didn't put these 2 in this wad because they use new textures. I already spammed them in earlier threads but might as well put them here if anyone's intersted.

doom2 map1 upside down:
http://www.sendspace.com/file/61nilm
greyghost helped flipping textures. I removed things because they break the illusion.

More mid-texture experiments, demons that run backwards and a cyber that shoots hearts out of his cybercock and turns circles like a moron (unfinished idiocy)
http://www.sendspace.com/file/y2ik0g

Old Post 09-03-09 13:31 #
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Maes
I like big butts!


Posts: 8664
Registered: 07-06


If you are into weird an unusual maps, then you'll surely appreciate Demonstration Game by Michael "Optimus" Kargas. Instead of complex architecture per-se however, that one (ab)uses texture offsets and scrolling in order to produce unusual animation effects like multilayered starfields, interference images, deforming textures, even flag scrollers, typical of early demoscene effects.

A combination of highly geometrical layout and those effect would be t3h h4x.

BTW, are these maps made entirely by hand or with the help of an automated tool like WadC v1.1?

Old Post 09-03-09 13:43 #
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Super Jamie
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Posts: 2670
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Hey I remember them! Was there an upside-down MAP01 with things? That's the version I had.

I found it interesting to look at the second one in different resolutions. Also try with PrBoom-Plus' speed up and slow down function, it gets pretty trippy.

Old Post 09-03-09 13:43 #
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gggmork
Senior Member


Posts: 1949
Registered: 06-07


Since I don't have doom1 I cheated and opened demonstration game in doombuilder then changed it to doom2 (so some stuff probably didn't work but most seemed to). Some quite cool texture stuff such as that really wavy/detailed animated wall and the moving bars that somehow cycle around in a loop behind eachother.

I just make them by hand, typically with a lot of copy paste in doombuilder, never heard of wadc

Yeah the previous upside down had things (but things were right side up and appeared floating in the air).

Old Post 09-03-09 15:18 #
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Ragnor
I do see the humour in a mod sneakily changing my title


Posts: 474
Registered: 01-08


Someone needs to make upside down versions of all the things. Then again, youd have chaingunners sniping you in whole new ways, not to mention how much of an arse an Archvile would be :D

Old Post 09-04-09 08:30 #
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Catoptromancy
Forum Regular


Posts: 720
Registered: 08-06


This is most awesome. Words cannot describe this stuff.

A few ideas for something playable as a game and will still be pure win. Make the maps into hubs, add maybe 3 keys in various hidden locations throughout all the maps. Player starts out in first hub and sees there are 3 keys needed. Or really anything thats more of a surreal adventure, rather than cool stuff in giant rooms.

Would still show off all the work, but make it into something epic to explore thats playable.

Old Post 10-19-09 05:58 #
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gggmork
Senior Member


Posts: 1949
Registered: 06-07


Thanks. Yeah, its currently basically miscellaneous disjointed stuff/experiments in large rooms. A lot of stuff wouldn't remain the same or in the current location if I finished them (but might not because its usually more fun to doodle new things and the seg limit was.. limiting me). I think a hub type thing is for zdoom but those maps were mostly meant for boom (but still work w/ zdoom).

Old Post 10-19-09 08:34 #
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