Dco16 Posted June 5, 2012 DuckReconMajor said:well it looks mega cool yo Thanks! It'll be done sometime in this decade. 0 Share this post Link to post
Foodles Posted June 5, 2012 I had a go at creating something foreboding 0 Share this post Link to post
scalliano Posted June 5, 2012 I like it. It reminds me of a level from Evilution. 0 Share this post Link to post
Acid Posted June 6, 2012 Fiend said:For when a railgun is too precise: http://tinypic.com/r/xeoep/6 Fuck aiming, spray and pray 0 Share this post Link to post
RumiaLumia Posted June 6, 2012 Nice Foodles reminds me of some vanilla maps. 0 Share this post Link to post
NaturalTvventy Posted June 7, 2012 WIP http://i613.photobucket.com/albums/tt214/emilharold/Screenshot_Doom_20120607_000852.png http://i613.photobucket.com/albums/tt214/emilharold/Screenshot_Doom_20120607_000638.png http://i613.photobucket.com/albums/tt214/emilharold/Screenshot_Doom_20120607_000603.png 0 Share this post Link to post
ForeverViLe Posted June 9, 2012 I barely have time to work on my wad or map at all, I have about 5 exams left and then I'll be free again. I'm currently working on map 07 whenever I have some free time. 0 Share this post Link to post
Katamori Posted June 10, 2012 One day, Katamori's vanilla adventures will come back! I don't say anything surely, but to prove my words, here are some shots: http://i.imgur.com/QG2ze.png http://i.imgur.com/3XIEQ.png http://i.imgur.com/vEZzK.png These shots are purist, but actually, it's only work in progress yet. Now I'm trying to experiment some special mix of used textures. 0 Share this post Link to post
Z86 Posted June 10, 2012 http://i.imgur.com/H5ySZ.png Tried to replicate the "caged descent" scene of Doom 3 for my megawad. The cage will not assemble like in Doom3, but it will descend and you can exit it when it sinks into the blood pool below. All in vanilla. 0 Share this post Link to post
chexwarrior Posted June 11, 2012 Z86 said:Tried to replicate the "caged descent" scene of Doom 3 for my megawad. Awesome. 0 Share this post Link to post
Gez Posted June 11, 2012 Katamori said:http://i.imgur.com/QG2ze.png http://i.imgur.com/3XIEQ.png http://i.imgur.com/vEZzK.png Those were just the small thumbnails without a link to full-sized image, so I've fixed the URLs by removing the -s suffix to let those who want see them in a resolution higher than 90x90. 0 Share this post Link to post
Katamori Posted June 11, 2012 Gez: thank you! I didn't know that you can edit other's post. =) Z86: remembers me of Claustrophobia 1024 2, there were a similar level start. (MAP28: Taggart Sails to Orion) 0 Share this post Link to post
Gez Posted June 11, 2012 Katamori said:Gez: thank you! I didn't know that you can edit other's post. =) Only mods can do that and I'm not a mod on these forums. I meant I edited it in the part I quoted only. 0 Share this post Link to post
Katamori Posted June 11, 2012 Gez said:Only mods can do that and I'm not a mod on these forums. I meant I edited it in the part I quoted only. Oh, I misunderstood something. 0 Share this post Link to post
cannonball Posted June 11, 2012 The start of another map for my megawad, very hell revealed inspired map, containing just the big monsters, as it's very late in the wad the gameplay is slaughtermap based, though this will be only one of a couple of that type. http://imageshack.us/photo/my-images/171/map28.jpg/ Did another picture as the previous one exceeded the maximum file size 0 Share this post Link to post
Simon666 Posted June 12, 2012 It's probably just me, but the grey/white checker flat clash a bit with the rest. But still, look superb! 0 Share this post Link to post
Nomad Posted June 12, 2012 I wouldn't say the checkered tile clashes, but the red flat doesn't really work quite well; it's generally not great practice to have a flat change without changing height. If you don't want to do that, I'd try finding one of those red/black checker tile recolors that are out there. :) 0 Share this post Link to post
cannonball Posted June 12, 2012 Actually the red flat is slightly raised (by 4 units), but I have to admit I don't know why but I don't like the particular shade of red used in the marble flats. I changed it to a chequered flat now. I was going for a sort of red carpet thing at the start of the map as it's a hellish castle/palace level. 0 Share this post Link to post
DuckReconMajor Posted June 12, 2012 I was thinking red carpet too. It looks fine to me. 0 Share this post Link to post
Antroid Posted June 12, 2012 Carpets shouldn't be raised above the floor sector I think. If you try to calculate how long is one pixel using the player's height and an average person height, it turns out that even 1 pixel is too thick for carpets (I don't remember exactly what it was, but I think it was a couple cm). And it looks dumb anyways. 0 Share this post Link to post
Snakes Posted June 12, 2012 There's a stock flat that actually can function quite well as carpet (can't recall ATM, but it's the plain red one), but I have to say that the red really does add one too many colors to that shot. Something about it isn't clicking right... the red flat, checkered floor, green pillars, red wall, and gray overhang just start to look really busy and unattractive, IMO. I'd alter at least one of these... probably the entire floor needs to be rethought. Then again, I always find it hard to make the checkered flats work for more than a small amount of space :-/ 0 Share this post Link to post
Avoozl Posted June 13, 2012 It wasn't completely plain, it did have two different shades of red pixels, I recall it was used on the ceiling in some of the maps in snes Doom but because of the heavy mipmapping it appeared to be just one colour and people complained about it. 0 Share this post Link to post
Dutch Doomer Posted June 13, 2012 Try finding a red color variation of the FLAT14 texture, great for making carpets. Also using gray marble instead of brown for the side walls will match the floor and ceiling nicely. 0 Share this post Link to post
cannonball Posted June 13, 2012 I think I will just remove the "carpet area" the room looks fine without it. @Dutch Devil - Good call on the grey marble walls, it blends everything nicely and given the light levels in the room, gives it a darker, more foreboding feel. 0 Share this post Link to post
Vader Posted June 13, 2012 Intermission pic I'm working on http://i45.tinypic.com/2h87586.png 0 Share this post Link to post
antares Posted June 13, 2012 Vader said:Intermission pic I'm working on http://i45.tinypic.com/2h87586.png "Doom Comic: The Game" 0 Share this post Link to post
Phobus Posted June 13, 2012 Looks good Vader - the finished article should be most impressive 0 Share this post Link to post
the iron hitman Posted June 13, 2012 Revised version of the bridge in my new map (random WIP, no name yet as I'm not very creative): 0 Share this post Link to post