Spike Posted August 28, 2002 Map12 is building up nicely, so here's a few early images from the level dubbed 'Waste Recycling'. I'll post some more as i build up the map. reznor.demon.co.uk/waste1.jpg reznor.demon.co.uk/waste2.jpg reznor.demon.co.uk/waste3.jpg 0 Share this post Link to post
Naked Snake Posted August 28, 2002 Heh. Nice work Spike, can't wait to see the finished product. 0 Share this post Link to post
Darkstalker Posted August 28, 2002 Those pics are sexy. Now get back to editing and finish it ! :) 0 Share this post Link to post
Spike Posted August 29, 2002 Vegeta said:Why is the gamma so fucking high? In game it's a bit dark - not so dark that u can't see, but dark enough for atmosphere. In screenshots like this though, you want to see what's going on - hence the Gamma Level 4. 0 Share this post Link to post
BB_ Posted August 29, 2002 thought i recognised those textures, ever played 'malice' for the original quake? 0 Share this post Link to post
Spike Posted August 29, 2002 I found it in a texture pack on the idgames ftp site. Disclaimers will be included in the txt files ;) 0 Share this post Link to post
BB_ Posted August 29, 2002 i dont have a problem with it or anything, just that it reminded me of a bloody good mod. 0 Share this post Link to post
Livo Posted August 30, 2002 Very nice...I love the occult worship site (or whatever it is) with the candles, adds to the ambience a lot, especially when it's finished, since we'll be playing in the dark. 0 Share this post Link to post
Spike Posted August 30, 2002 Heh - that's the starting point of the map. Human teleporters transformed by the demons. I've had an excellent idea for waste pumps and piston-driven vats of slime, which should look interesting. Finally, i'm adding a line type that turns all the nukage flats and textures into blood... hehe, should be fun. 0 Share this post Link to post
Spike Posted September 9, 2002 Have some more... reznor.demon.co.uk/waste4.jpg]Glowy red faces reznor.demon.co.uk/waste5.jpg]Pumping equipment reznor.demon.co.uk/waste6.jpg]Nukage turned to Blood reznor.demon.co.uk/waste7.jpg]Some new lighting tricks (void light sources) reznor.demon.co.uk/waste8.jpg]More pistons and pipes Buhbye. 0 Share this post Link to post
Little Faith Posted September 9, 2002 And his stuff just keeps getting sexier. 0 Share this post Link to post
Fletcher` Posted September 9, 2002 Spike said:I found it in a texture pack on the idgames ftp site. Disclaimers will be included in the txt files ;) You wouldn't happen to remember the name of this tex pack? If so, where did you get it? I guess i can stop being so bias against Jdoom so i can play this thing when it's done 0 Share this post Link to post
Use Posted September 9, 2002 ravage said:I guess i can stop being so bias against Jdoom so i can play this thing when it's done you and me both! damn, the screens look great spike. 0 Share this post Link to post
Little Faith Posted September 10, 2002 I think that Underworld has and will have a great impact on the popularity of the Jdoom port. 0 Share this post Link to post
Spike Posted September 10, 2002 The first episode (map1-10) are available at geocities.com/scarredknuckle2002. Although episode one doesn't have any XGdata (coloured lights, linked events, etc) at the moment, it'll be updated for the final release, along with InFine scripts to create better looking 'briefings' (text interludes). 0 Share this post Link to post
Spike Posted September 10, 2002 ravage said:You wouldn't happen to remember the name of this tex pack? If so, where did you get it? I guess i can stop being so bias against Jdoom so i can play this thing when it's done It's called mlcetex.wad (Malice), and it's available in the graphics section of the idgames ftp server. 0 Share this post Link to post
Vampirajay Posted September 24, 2002 I am pleased to announce that map 12 from the underworld is now finished and is going through the final stages of playtesting. Map 13 is also now underway. I am hoping to have it finished by the end of the week...I will keep you all posted on it and I will put a screenshot up on friday for you all. 0 Share this post Link to post
Ichor Posted September 24, 2002 It looks like a lighting glitch. The view is right down the line of that one diagonal rail, which is why you can't see it. JDoom seems to have a bit of a problem displaying the lighting of the nodes correctly, and they don't look uniformly lit sometimes. I don't pay much attention to it. 0 Share this post Link to post
Spike Posted September 25, 2002 The seemingly vanishing handrail is due to the fact that it's just a transparant texture, going off at an angle like -\___/- so. I'm not sure if you were also pointing out the slime behing it - that's a slimefall flowing from a pipe in the ceiling of that particular sector. Those were some fairly early screenshots, so i should be updating my site soon now that the map is finished. 0 Share this post Link to post
Vampirajay Posted September 27, 2002 ok, here are the screenshots I promised, these are of map13 (BioHazard) let me know what you think pic 1 pic 2 0 Share this post Link to post
Torn Posted September 27, 2002 Wow, look nice... But Jdoom run shit on my computer... :) hehe 0 Share this post Link to post
Spike Posted October 15, 2002 Hello : Again! Ok, ok... here's a new screenshot : Map15, 'Return to the Portal'. It's less than 1/4 of the way through, and i've used map01 (portal of hades) as the basis - this map literally sees you returning to the Portal of Ep. I. The emphasis on this is nasty-sneaky traps including instant-jump floors and monsters that teleport across multiple points, seemingly travelling from one end of the room to just under your chin in no time >;) p.s - i've created a new statusbar to boot - wakka! 0 Share this post Link to post
mmnpsrsoskl Posted October 16, 2002 Damm those maps are looking sweeet! Keep up the good work. 0 Share this post Link to post