CorSair Posted February 11, 2014 Still trying to do GZDoom map. Probably doesn't get to point of release any time soon. Maybe it never does... 0 Share this post Link to post
LigH Posted February 11, 2014 If they weren't so dark, they might remind me on Hexen 2. 0 Share this post Link to post
CorSair Posted February 11, 2014 I don't consider them too dark myself... But I'll see if I can ramp it up a little bit. 0 Share this post Link to post
Avoozl Posted February 11, 2014 mouldy said:Cheers! I ended up breaking my own rule of not using gargoyle switches as decoration. I'm pretty sure original doom did that though. Doom 2 did in The Courtyard map. 0 Share this post Link to post
Shadow Hog Posted February 11, 2014 CorSair said:I don't consider them too dark myself... But I'll see if I can ramp it up a little bit. I don't think he said it was too dark; just that Hexen 2 wasn't that dark. 0 Share this post Link to post
Da Werecat Posted February 11, 2014 Hub 2 was rather dark in Hexen 2. Maybe also hub 4, I don't remember it that well. 0 Share this post Link to post
Obsidian Posted February 11, 2014 mouldy said:Cheers! I ended up breaking my own rule of not using gargoyle switches as decoration. I'm pretty sure original doom did that though. Heh, the best thing to do is use SW2 so it doesn't confuse people as much. 0 Share this post Link to post
Reisal Posted February 12, 2014 Mucking around with some Oblige 6.04 WIP stuff. Images are utilizing "Hordes" quantity and "Medium" toughness. Combines the best features of V5 (Caves/outside regions, teleporters, etc) with V3 building logic. More to come soon. Why Doomguy's eyes are closed? It's the blink mod I found over either here or on ZDoom forums. 0 Share this post Link to post
glenzinho Posted February 12, 2014 Mr Chris, what is the dark square near the rocket launcher in the second pic? 0 Share this post Link to post
MFG38 Posted February 12, 2014 glenzinho said:Mr Chris, what is the dark square near the rocket launcher in the second pic? Lighting issue, probably. 0 Share this post Link to post
The_MártonJános Posted February 12, 2014 Da Werecat said:Hub 2 was rather dark in Hexen 2. Maybe also hub 4, I don't remember it that well. Or use SW1 in an excessive rate as décor on places that don't actually tend to use switches, or if so, declare the very switch texture (entirely different from dem, certainly) in the actual area or even throughout the entire map. 0 Share this post Link to post
CorSair Posted February 13, 2014 So, small chapel. Of course, not finished, both inside and outside, but close to it. 0 Share this post Link to post
schwerpunk Posted February 13, 2014 CorSair said:So, small chapel. Of course, not finished, both inside and outside, but close to it. Very nice use of sparse lighting and midtex. I don't imagine those flesh banners smell very good at all, but then I'm not a demon. If you're planning on having the player fight in here, how are you going to deal with mobs getting hung up in the pews? Just monster-block all the entrances to the pew-rows? I ask because this would be a really neat place to stage a big fight, maybe with monster reinforcements coming in from behind about mid-way through the battle P.S. dat FOV 0 Share this post Link to post
CorSair Posted February 14, 2014 I haven't yet exactly thought how to do the battle in there. But above player is a balcony area. And that area has only one entrance, so... But we'll see how this turns out. 0 Share this post Link to post
Obsidian Posted February 14, 2014 I'd bung a carpet in the aisle myself to spruce it up. 0 Share this post Link to post
NuMetalManiak Posted February 14, 2014 CorSair said:small chapel I have absolutely no idea why but this reminded me of Super Sonic Doom. 0 Share this post Link to post
The_MártonJános Posted February 14, 2014 I have absolutely no idea, but for me, that chapel isn't that small. 0 Share this post Link to post
exl Posted February 15, 2014 It's not visible in the screenshot, but the bottom one uses a custom pixel shader for the interlace effect on the displays, which animates as well. GZDoom is nice. 0 Share this post Link to post
Springy Posted February 15, 2014 Damn son, I am loving that texture set. I see DOP is taking a different style instead of the glorious hell scenery that is seen in the first two, or will there still be some kind of hell section? Either way, I cannot wait for that A bomb to drop into idgames as those shots look bloody gorgeous. 0 Share this post Link to post
Memfis Posted February 15, 2014 Purple marks on crates look weird to me, that's just... ah, damnit, I guess I can't say unrealistic since I'm usually against such arguments when it comes to Doom. Would be interesting to see more complex areas in that style. 0 Share this post Link to post
schwerpunk Posted February 15, 2014 I can confirm that purple is a colour in real life, and teal as well. In any case, those crates are beautiful. Crates are beautiful. <3 crates. Crates crates crates ~ ! 0 Share this post Link to post
purist Posted February 15, 2014 CorSair said:I haven't yet exactly thought how to do the battle in there. But above player is a balcony area. And that area has only one entrance, so... But we'll see how this turns out. Floating monsters would avoid the issue of snagging on pews 0 Share this post Link to post
exl Posted February 15, 2014 Springy said:Damn son, I am loving that texture set. I see DOP is taking a different style instead of the glorious hell scenery that is seen in the first two, or will there still be some kind of hell section? Either way, I cannot wait for that A bomb to drop into idgames as those shots look bloody gorgeous. If this ever materializes, it's not going to be DOP. 0 Share this post Link to post
Phml Posted February 15, 2014 I like everything else, but that wall texture bugs me. 0 Share this post Link to post
Demon of the Well Posted February 15, 2014 Wait, there's ostensibly going to be another DoP? Sweeeeet. Not that this other nameless thing doesn't look good. It's a small thing, but I think I actually like the floor flats best, they have a real sense of texture to them. The bit of yellow decal ("Explosive", perhaps?) on the right edge of the top shot looks really strange pasted on to that wall texture, though. 0 Share this post Link to post
darkreaver Posted February 16, 2014 Made yet another map (not PW this time though). Been on a mapping roll lately. The skies are placeholders still. Dark and hellish temple stuff: There is another dimension in the...basement, lol: 0 Share this post Link to post
Platinum Shell Posted February 16, 2014 Holy shit dude. Placeholder skies? They look right at home. I hope I can get a download, that looks incredible. 0 Share this post Link to post
darkreaver Posted February 16, 2014 Platinum Shell said:Holy shit dude. Placeholder skies? They look right at home. I hope I can get a download, that looks incredible. Yeah, they are from Scythe 2 (I think?) and CC4 respectively. The replacements will be in the same vein, though. 0 Share this post Link to post
Demon of the Well Posted February 16, 2014 More RoD stuff, perhaps? I get giddy (to use a 'family-friendly' euphemism) every time I think about it. The sense of place in that second one is particularly tasty, but there's actually one little detail there that bugs me a bit, that being that half of each set of four-abreast pennants hanging from the beams show a blank face from any given angle. If the blank faces were on the two outer pennants or the two inner pennants I probably wouldn't even notice, but the way it is just doesn't look quite right to me, call me crazy. 0 Share this post Link to post
darkreaver Posted February 16, 2014 Yeah, they are a little shitty that way, but I guess I should bother fixing it :P 0 Share this post Link to post