Dragonfly Posted October 19, 2016 Good stuff! I love me some Quake 1. I take it you'll be using GZDoom to accomplish the 3D sloped terrain towards the end of the map? 0 Share this post Link to post
Angry Saint Posted October 19, 2016 Urthar said:A familiar scene... At least I already know where secrets are. 0 Share this post Link to post
Dragonfly Posted October 19, 2016 Speaking of, make sure you change the secret area sound effect in ZDoom to the Quake one! :) 0 Share this post Link to post
printz Posted October 19, 2016 Dragonfly said:Good stuff! I love me some Quake 1. I take it you'll be using GZDoom to accomplish the 3D sloped terrain towards the end of the map? If it's ZDoom, he also won't need those helper steps. Just jump. 0 Share this post Link to post
Urthar Posted October 19, 2016 No, I'm only stealing, I mean borrowing the start of Romero's E1M1 for a bit of fun. The rest of the map is closer to Gustafsson's DOPA, and it's all Boom format, so deep water and lots of lighting transfers, and possibly some silent teleport room above rooms, but no slopes. I've got a Shamber and some ambient sounds via dehacked, and a bunch of other Quake things, but the secret sound is port specfic so I haven't tracked it down yet. 0 Share this post Link to post
scifista42 Posted October 19, 2016 Urthar said:the secret sound is port specfic so I haven't tracked it down yet. Its name is "DSSECRET", so just put a sound with this name into your wad, and it will replace the secret sector sound in the relevant ports. 0 Share this post Link to post
maggot_army Posted October 19, 2016 Some more shots, I've enlarged the residential area of the map to feel a little more spacious, adding little details in the backyards to make it easier to avoid the giant hordes of zombies. Zombies are placeholders for the moment. 0 Share this post Link to post
esselfortium Posted October 19, 2016 Urthar said:No, I'm only stealing, I mean borrowing the start of Romero's E1M1 for a bit of fun. The rest of the map is closer to Gustafsson's DOPA, and it's all Boom format, so deep water and lots of lighting transfers, and possibly some silent teleport room above rooms, but no slopes. http://i.imgur.com/CS0orzS.png I've got a Shamber and some ambient sounds via dehacked, and a bunch of other Quake things, but the secret sound is port specfic so I haven't tracked it down yet. This looks way cool, it's an imposing scene and a good execution of its theme. The very saturated brown works well there, and I love the directional shadowing. Something about this scene makes it look very compelling IMO as an interesting place to explore. 0 Share this post Link to post
Dragonfly Posted October 19, 2016 maggot_army, everything looks fantastic! Well, I say everything, except for those curtains. They look like a huge drop in quality compared to everything else, which has at least some 'noisy texture' aspect to it. The curtain looks like a single-shade red low resolution pixellated blob! This is ever more noticable with the high resolution trees and skies. Aside from that, all of it looks incredible and I can't wait to see a release! 0 Share this post Link to post
esselfortium Posted October 19, 2016 Ooh, that's nice, AD! What project is this? edit: Aha! My first guess was TNT2, but it didn't look vanilla. That makes sense. immediate edit 2: Oh, this is vanilla. The smooth rock trim on the ceiling was making me assume otherwise. Well, neat. 0 Share this post Link to post
maggot_army Posted October 19, 2016 Dragonfly said:maggot_army, everything looks fantastic! Well, I say everything, except for those curtains. They look like a huge drop in quality compared to everything else, which has at least some 'noisy texture' aspect to it. The curtain looks like a single-shade red low resolution pixellated blob! This is ever more noticable with the high resolution trees and skies. Aside from that, all of it looks incredible and I can't wait to see a release! Thanks! Those curtains do look terrible, but they are a place holder until I replace it with a finished texture. I just finished the primary layout of the residential area and am now adding windows, lights and other finishing details. 0 Share this post Link to post
Koko Ricky Posted October 19, 2016 maggot_army, that curtain could really use some work. It's just one color and there's no blending. It needs some detail so it appears to have depth. Otherwise, the shots look gorgeous! 0 Share this post Link to post
maggot_army Posted October 20, 2016 GoatLord said:maggot_army, that curtain could really use some work. It's just one color and there's no blending. It needs some detail so it appears to have depth. Otherwise, the shots look gorgeous! Hope this is better :) 0 Share this post Link to post
glenzinho Posted October 20, 2016 Much better, the curtains match my eyes now. I could be very cosy there =) 0 Share this post Link to post
Dragonfly Posted October 20, 2016 A million times better, good job! :) @AD_79 - delicious shot! 0 Share this post Link to post
baja blast rd. Posted October 20, 2016 That curtain looks like the legs of a really tall guy. 0 Share this post Link to post
Koko Ricky Posted October 21, 2016 In either case, it's a far batter curtain and the edges look good too. 0 Share this post Link to post
Rayziik Posted October 22, 2016 MAP26: Cerulean Depths More Images: Spoiler (all images linked for 1080p goodness) 1 Share this post Link to post
Fonze Posted October 22, 2016 *Grabs conductor's wand* On three everyone; one, two, three-- *begins drooling* 0 Share this post Link to post
Avoozl Posted October 22, 2016 AD_79 said:http://i.imgur.com/9MGT0KT.pngI really like that eroded rock texture, it fits the scene well too. 0 Share this post Link to post
Quagsire Posted October 22, 2016 esselfortium said:Such tasty screenshots. What do they taste like? 0 Share this post Link to post
antares031 Posted October 22, 2016 Rayzik said:MAP26: Cerulean Depths (heavy breathing) I guess everyone knows that I really like blue textures. 0 Share this post Link to post