peach freak Posted August 11, 2015 WildWeasel said:I don't post in this thread very often. I should fix that sometime. Are those Magnum and Shotgun ammo sprites ripped off of Resident Evil 3? 0 Share this post Link to post
LigH Posted August 12, 2015 raymoohawk said:http://orig02.deviantart.net/4e9a/f/2015/222/0/d/demonfanart_by_raymoohawk-d955w9k.png Pinky Boo?... 0 Share this post Link to post
40oz Posted August 12, 2015 Soundblock said:Pyramid thingie for PAR, I love that light sourcing from the torches at the corners of the pyramid! 0 Share this post Link to post
Soundblock Posted August 12, 2015 Jaxxoon R said:Treelism. Cool trees Jaxxoon! make a whole forest? :-) Thanks 40Oz! I've tried starting quite a few pyramids, but that's the only one that's provided any worthwhile gameplay. 0 Share this post Link to post
exl Posted August 12, 2015 Very much yes. I love the placement of the alcoves in the first shot, and the overall color choice. 0 Share this post Link to post
gaspe Posted August 12, 2015 AD_79 said:Yes? No? Delete entirely? Yes! 0 Share this post Link to post
wildweasel Posted August 12, 2015 peach freak said:Are those Magnum and Shotgun ammo sprites ripped off of Resident Evil 3? Yeah, actually. All but the Heavy Rifle. Mostly I'm just happy to have a more-or-less fully functional shop menu that doesn't suck to update. 0 Share this post Link to post
franckFRAG Posted August 13, 2015 AD_79 said:[url]img Love this minimalist architecture, and the textures are properly aligned. 0 Share this post Link to post
jmickle66666666 Posted August 13, 2015 ad_79: it all looks pretty competent but it doesn't strike me as very interesting. I already know you can make competent maps (very quickly, too), can I see something exciting from you now? :) 0 Share this post Link to post
Marcaek Posted August 13, 2015 Just tack an unintuitive gimmick onto the map poorly and texture it all in slimefall 0 Share this post Link to post
Dave The Daring Posted August 14, 2015 Some shots from my Doomworld Mega Project 2015 map. Hopefully it won't take too much longer. Same area, different angle.. The player can swim in the dirty water of this room.. Bottom of this room.. Near the top.. Lighting and some textures may change in the final version. 0 Share this post Link to post
Urthar Posted August 14, 2015 AD_79, definitely looks worth exploring further. Dave, that's already starting to look very atmospheric. 0 Share this post Link to post
Cupboard Posted August 14, 2015 One can tell that Dave the Daring is knowledgeable in the art extracting Quake 2 essence and applying the level structure directly to Doom format. 0 Share this post Link to post
mrthejoshmon Posted August 14, 2015 Caves, cramped caves, I like caves. Does these look busy enough or does it need more layers of ground? 0 Share this post Link to post
scifista42 Posted August 14, 2015 @mrthejoshmon: I think it's already OK. It might look too busy if there were more layers of detailing. @Dave The Daring: Looks great, I'm looking forward to play it! 0 Share this post Link to post
Tristan Posted August 15, 2015 Okuplok co-op. I did not plan on playing it start-to-finish Look at the time on that. ffs 0 Share this post Link to post
Jaxxoon R Posted August 15, 2015 Soundblock said:Cool trees Jaxxoon! make a whole forest? :-) That's the plan, dawg. Although the biggest hurdles I've encountered are that at the scale of a forest you're talking thousands of things being visible at any one time in order to give a convincing effect, add to that the fact that GZDoom has some really wonky perspective problems when looking straight up at so many close-together things. So it needs some tweaking. 0 Share this post Link to post
joe-ilya Posted August 15, 2015 Ledillman said:Look at that damage, damn I'd say it's not enough. New E2M9 of "Hell clash" 0 Share this post Link to post
Soundblock Posted August 15, 2015 Jaxxoon R said:That's the plan, dawg. Although the biggest hurdles I've encountered are that at the scale of a forest you're talking thousands of things being visible at any one time in order to give a convincing effect, add to that the fact that GZDoom has some really wonky perspective problems when looking straight up at so many close-together things. So it needs some tweaking. Trying out different ways to make a convincing forest setting myself. Whipped this up yesterday and think it might be worth cultivating. No things in it yet (there'll at least be lianas), but plenty of little sectors & mids. 0 Share this post Link to post
Tango Posted August 15, 2015 started retooling an old map, using some custom ZDoom minor gameplay mod I threw together @Dave The Daring: that looks awesome :D really cool use of 3d floors. @Soundblock that looks pretty neat, reminds me a lot of Minecraft. worth cultivating! 0 Share this post Link to post
SuperCupcakeTactics Posted August 15, 2015 Wow, where'd you get that cool purple sky? 0 Share this post Link to post
AD_79 Posted August 15, 2015 Woah, that looks awesome, Tango. Meanwhile, more uninteresting stuff. 0 Share this post Link to post