FireFish Posted April 27, 2014 experimenting with hell, to find some new aproaches. http://i.imgur.com/NylebNb.png http://i.imgur.com/8gNBMcp.png http://i.imgur.com/rPnQXVv.png http://i.imgur.com/EqlV35Z.png 0 Share this post Link to post
axdoomer Posted April 27, 2014 Running Chocolate-Doom on my Wii using Linux Whiite. I had some problem with the colors, SDL seems to fail to set the color bit depth correctly. 0 Share this post Link to post
Avoozl Posted April 27, 2014 I've noticed that the assault rifle from the Doom Alpha in Woolie Wool's shot kind of looks like a BAR (M1918 Browning Automatic Rifle). 0 Share this post Link to post
boris Posted April 27, 2014 axdoom1 said:Running Chocolate-Doom on my Wii using Linux Whiite. At first glance I thought those were some of those Andy Warhol images that were found recently. 0 Share this post Link to post
Woolie Wool Posted April 27, 2014 Avoozl said:I've noticed that the assault rifle from the Doom Alpha in Woolie Wool's shot kind of looks like a BAR (M1918 Browning Automatic Rifle). Don't expect it to behave anything like a machine gun firing full-sized rifle ammo--its behavior is more or less identical to the Doom chaingun's for balance reasons. 0 Share this post Link to post
joe-ilya Posted April 28, 2014 MAP22 of doom0 http://i.imgur.com/TbEsBVFl.png 0 Share this post Link to post
Obsidian Posted April 28, 2014 No, it needs more triangles. On a completely unrelated note: 0 Share this post Link to post
NuMetalManiak Posted April 28, 2014 another day another zdoom deathmatch map. with a working conveyor belt as of right now that carries unlimited SSG's with it. not sure if it's a good idea or not. understand I'm a sinner? 0 Share this post Link to post
joe-ilya Posted April 28, 2014 Obsidian said:[img]http://oi59.tinypic.com/2pytgyo.jpg[img] Needz more squares, period. 0 Share this post Link to post
Shadow Hog Posted April 28, 2014 Hurricyclone said:another day another zdoom deathmatch map. http://i.imgur.com/hJRPX91.png with a working conveyor belt as of right now that carries unlimited SSG's with it. not sure if it's a good idea or not. understand I'm a sinner? I assume you're going to be doing a light pass on the map later? It's kind of garishly bright right now. 0 Share this post Link to post
Blastfrog Posted April 29, 2014 I'm still occasionally working on Unmaker Edition, which is primarily supposed to be the PC maps for their textures and detail plus any extra detail the Jaguar and PSX versions added, as well as any deliberate gameplay changes (faster, repeatable lifts in Command Control, extra Doom 2 monsters in Doom 1 on UV skill). I probably won't be adding colored lighting, and will not use console texturing except in select cases. If I ever manage to finish it, it would be distributed as a patch for a special merged Doom 1/2 IWAD. The PC version used FLOOR7_1 in E1M2 and FLAT10 in E1M8, but Jaguar changed this to its equivalent of GRASS2 and PSX changed it to its equivalent of RROCK19. In the case of PSX Doom, this was likely just a result of translating the Jaguar maps to their texture set, perhaps its normal grass texture didn't exist yet when that was done (which would be weird, but whatever). On one hand, the Jaguar version was handled by id directly, so that would make it more "canon," I suppose. On the other, RROCK19 is closer to the PC version in that it reveals more brown, and in E1M8's case, is grittier than the normal grass texture (as FLAT10 was rather gritty compared to the relatively clean FLOOR7_1). I'm kind of thinking of going with GRASS2 for E1M2 and RROCK19 for E1M8. What do you think they should be? @Woolie Wool What is that for? The score, time and area bits on the status bar, plus the 0.5 rifle make me think it's some kind of Doom alpha/bible project. Though the area stuff wasn't actually in the alpha status bar, but rather the Jaguar's. 0 Share this post Link to post
Platinum Shell Posted April 29, 2014 Personally Sodaholic, I'd make most of the ground grass but throw in a few mottled patches of grass. (or is it moss covered rock like it's texture name? I guess it can get away with both.) 0 Share this post Link to post
Walter confetti Posted April 30, 2014 messing around with curve linedefs... and sodaholic, keep your idea of putting grass2 on e1m2 and rrock18 on e1m8... anyway looks pretty cool! 0 Share this post Link to post
Acid Posted May 1, 2014 Returning from a long Doom absence. Cool 2013 3D games awed me by their progress in graphics, but here I am, 6 months later, coming back to Doom. Happy return-from-half-year-mapping-abstinence. I had some abstract thing in mind, hence the absence of "traditional" detail. http://i.imgur.com/tjWOSKF.png http://i.imgur.com/coJmR04.png 0 Share this post Link to post
joe-ilya Posted May 1, 2014 BloodyAcid said:of "traditional" detail. http://i.imgur.com/tjWOSKF.png http://i.imgur.com/coJmR04.png I bet it's going to be a hell revealed map with all that space. 0 Share this post Link to post
MajorRawne Posted May 1, 2014 My nearly-completed Panophobia map, Acid Reign, which is themed around fear of the past. There are original areas not inspired by existing maps but by places from my own past. EDIT: Contains a tribute area to Beast Island, which IMO is the best user-created Doom map of all time. At least, it made the biggest impression on me, and no other Doom map, no matter how amazing, has triggered the same feeling of amazement or immersion. 0 Share this post Link to post
scalliano Posted May 3, 2014 http://i.imgur.com/cn0TWFO.png http://i.imgur.com/x4xDOtB.png 0 Share this post Link to post
Reisal Posted May 3, 2014 More random nonsense from Oblige, this time from the new version 6.05: http://i.imgur.com/ZAwHgAE.jpg 0 Share this post Link to post
massacrebosco Posted May 3, 2014 I am thinking about if using this guy (Haruyuki) as status bar face. Maybe quite interesting. -----> 0 Share this post Link to post
FireFish Posted May 3, 2014 Still stuck on making this idea into a pwad reality. small preview : http://i.imgur.com/aE90rcj.png original size : http://i.imgur.com/GyPfAe2.png 0 Share this post Link to post
Blastfrog Posted May 3, 2014 Just started porting E1M1 to Postal 2 for the hell of it. This isn't nearly done yet, when I am, I'm going to run it through an external map resizer to bump the z-axis scale up to 1.2. The reason I'm working in square pixels for now is because it's easier that way to stay on the grid as I work on it, thus keeping scale 1:1 consistent with the PC version without needing to round for the sake of working more easily with it. This is being based on my Unmaker Edition version of E1M1, which is polished/fixed up in a few ways, mostly taking cues from 1.0, 1.9 registered (not Ultimate) and Jaguar. 1.9 registered in computer room texturing and armor room secret switch texturing (the switch remains, but it's no longer got a COMPSPAN like background), 1.0 in the outward appearance of the end of the secret tunnel dropping off into the nukage room, and Jaguar in the flat texture outside of the armor room, the bigger armor room (128 more units of space), step textures where appropriate and NUKE24 where appropriate (PC was kind of lazy about this). In general, I'm using the very useful Doom wiki to squash bugs in maps. walter confalonieri said:and sodaholic, keep your idea of putting grass2 on e1m2 and rrock18 on e1m8...Yeah, it seems to be the best solution. joe-ilya said:thingNeat. I like the usage of foliage and SKY4. 0 Share this post Link to post
NuMetalManiak Posted May 3, 2014 Speedmapped a layout in about 12 minutes: 0 Share this post Link to post
The_MártonJános Posted May 3, 2014 Obsidian said:I think it looks quite stylish, thank you very much. :P I second. Besides, Katamori would always get upset when I use crates alongside with marble textures, even if it's just coincidence. :D 0 Share this post Link to post
Joshua Schäferhund Posted May 5, 2014 Sodaholic said: http://i.imgur.com/eHvu5W1.pngI'd go with GRASS2. Personally, I've had the headcanon that Phobos was a partially terraformed moon and had a rainy and foggy climate, as the SKY1 background always gave me an impression of that. (It looks like there's small patches of green on those mountains.) BTW Chris, I really like those sprites of Doomguy blinking, you should add them to that smooth animations project on the ZDoom forums. 0 Share this post Link to post