Dragonfly Posted December 20, 2016 Looks great StormCatcher.77. I did notice that you may have left a lower texture untextured and allowed the engine to fill it in for you. See below screenshot. EDIT: Added a cool effect for use later on, where the room dims out. Click on the gif below for an MP4. 0 Share this post Link to post
Soundblock Posted December 20, 2016 Dragonfly said:Work in progress. Woah, I barely recognise the Doom engine! 0 Share this post Link to post
Misty Posted December 21, 2016 I just only played with colours with paint.net for this screenshot,but still, I wonder if I can get FIREBLU1 like red and green. And teal walls. Anyway,I call this creation sad.wad,because of missing skills and other stuff. 0 Share this post Link to post
NinjaLiquidator Posted December 22, 2016 StormCatcher.77, Dragonfly: Usually the Zdoom maps are just ugly low-effort 1996ish corridors and plain rooms connected together + added extra features, but you two are exception and you even cared how it looks. 0 Share this post Link to post
Dragonfly Posted December 22, 2016 Thank you for the compliment, but, I'm pretty sure you've been playing all the wrong ZDoom maps. 0 Share this post Link to post
StormCatcher.77 Posted December 23, 2016 NinjaLiquidator: I was once greatly impressed by map named "Putrefier" from Ed C. And recent Warphouse too. I am inspired by these maps, but I feel that a lot of time will pass before I create something similar. Thanks! I will continue to work ... 0 Share this post Link to post
Sick Bow Posted December 23, 2016 Edit: Whoops, wrong thread! What I was trying to respond to: https://www.doomworld.com/vb/post/1699423 0 Share this post Link to post
Sick Bow Posted December 23, 2016 Dragonfly said:^I thought as much haha! I should just go to bed :D 0 Share this post Link to post
Jaska Posted December 23, 2016 Techbase Those soldier's sprites are just copied from stronghold.pk3. Replaces wolfensteins. Maybe I should have started this whole project for gzdoom from the beginning. This is boom compatible. 5 maps ready. Target 10-20 maps. 0 Share this post Link to post
Dragonfly Posted December 23, 2016 ^That's some bright, neat geometric piss right there... Also, post-stream updaye to the map I'm working on. 0 Share this post Link to post
The_SloVinator Posted December 24, 2016 Making something DooM classic. Boom compatible. 0 Share this post Link to post
Jaska Posted December 24, 2016 There is lots of great stuff here. Dragonfly's shots are just amazing. 0 Share this post Link to post
NiGHTMARE Posted December 24, 2016 Today I started on my attempt to make Tenements actually look like tenements. In the finished version, the building will be longer and with larger gaps between the windows. 0 Share this post Link to post
floatRand Posted December 25, 2016 Working on new maps for Disjunction. I need to get more colour on this, though... 0 Share this post Link to post
TheOrganGrinder Posted December 25, 2016 Despite officially dropping out of Nova III back in September, inspiration for the map I'd been working on has struck again, so it may be that I stick my head back into the thread if this amounts to anything and my motivation doesn't sputter out as before... 0 Share this post Link to post
NeedHealth Posted December 25, 2016 Don't get your hopes up -- sorry. an_mutt hasn't been online since 6 December. Hopefully he's just taking a long vocation. 0 Share this post Link to post
Demon of the Well Posted December 26, 2016 ^ Don't be silly, he'll be back soon enough. This is a very hectic time of year for many people. TheOrganGrinder said:Despite officially dropping out of Nova III back in September, inspiration for the map I'd been working on has struck again, so it may be that I stick my head back into the thread if this amounts to anything and my motivation doesn't sputter out as before... https://c1.staticflickr.com/1/333/31062983293_8d601e23d1_b.jpg Looks sort of Brotherhood of Ruin, though the crimson sky through the high window-slits suggests a hellscape of some sort. 'As below, so above', perhaps? Keep on truckin', I'll bet you can make something cool. 0 Share this post Link to post
doomgoy Posted December 26, 2016 Making my first Doom 2 level, basically as practice to figure out Doom Builder 2. Spent about 5 hours working. It's alright, but there's one problem I'm having serious trouble fixing - the shotgun guy in the armor room can shoot through the walls. I set him to deaf and set every relevant vector to impassible, block monsters, & block sound. But he can still see everybody outside of his room and shoot at them. Looking for some help with this. This is it: https://mega.nz/#!5o9VVKiA!NZys2AQwVudm8q-zjl432W3FzQK6YiE7FFrUoPf6Jeo 0 Share this post Link to post
TheOrganGrinder Posted December 26, 2016 Demon of the Well said:Looks sort of Brotherhood of Ruin, though the crimson sky through the high window-slits suggests a hellscape of some sort. 'As below, so above', perhaps? Keep on truckin', I'll bet you can make something cool. Brotherhood of Ruin is indeed a major inspiration here; the second episode of Nova III, which I'd originally signed up to map for, is designated swamp/jungle/temple, and the texture pack includes a lot of Mesoamerican textures borrowed from Brotherhood (and ultimately from Hexen II). The red sky you're seeing through the windows is actually DB2's "missing texture!" placeholder; if this map does get a Nova III episode 2 map slot, the sky outside those windows should be more of a warm orange tone. doomgoy said:Making my first Doom 2 level, basically as practice to figure out Doom Builder 2. Spent about 5 hours working. It's alright, but there's one problem I'm having serious trouble fixing - the shotgun guy in the armor room can shoot through the walls. I set him to deaf and set every relevant vector to impassible, block monsters, & block sound. But he can still see everybody outside of his room and shoot at them. Looking for some help with this. This is it: https://mega.nz/#!5o9VVKiA!NZys2AQwVudm8q-zjl432W3FzQK6YiE7FFrUoPf6Jeo Having downloaded your WAD and looked at the room in question, three things to consider:The 'deaf' flag is a bit of a misnomer; a deaf monster still 'hears' everything that goes on, it just doesn't react to player attack sounds by entering an active state. Instead, it enters a state of heightened awareness where its sight cone, normally 180 degrees in front of it, is instead all-around, 360 degrees. There need to be two block sound lines along the path of sound in order to stop that sound from propagating into additional sectors. Monster line of sight isn't blocked by middle textures even if they have no gaps that give the appearance of a texture that can be seen through. Your shotgun guy could see through the walls if they were, say, a grating or a set of bars texture, right? To a monster, a solid-looking middle texture is just as see-through as a grating, or no middle texture at all.The simplest solution is to use a 'real' wall (i.e. a void space between one-sided lines) in place of what you've constructed with two-sided lines. 0 Share this post Link to post
doomgoy Posted December 26, 2016 TheOrganGrinder said:Having downloaded your WAD and looked at the room in question, three things to consider:The 'deaf' flag is a bit of a misnomer; a deaf monster still 'hears' everything that goes on, it just doesn't react to player attack sounds by entering an active state. Instead, it enters a state of heightened awareness where its sight cone, normally 180 degrees in front of it, is instead all-around, 360 degrees. There need to be two block sound lines along the path of sound in order to stop that sound from propagating into additional sectors. Monster line of sight isn't blocked by middle textures even if they have no gaps that give the appearance of a texture that can be seen through. Your shotgun guy could see through the walls if they were, say, a grating or a set of bars texture, right? To a monster, a solid-looking middle texture is just as see-through as a grating, or no middle texture at all.The simplest solution is to use a 'real' wall (i.e. a void space between one-sided lines) in place of what you've constructed with two-sided lines. Thanks a bunch for the help, but I don't think I understand the last part. Is this what you meant by "a void space between one-sided lines"? It still isn't working. 0 Share this post Link to post
Reisal Posted December 26, 2016 Uncheck the second (Back) linedef so the inside of the wall is black. 0 Share this post Link to post
TheOrganGrinder Posted December 26, 2016 doomgoy said:Thanks a bunch for the help, but I don't think I understand the last part. Is this what you meant by "a void space between one-sided lines"? It still isn't working. Like this: https://www.dropbox.com/s/xa8glyzytczhrke/Map01mod.wad?dl=0 0 Share this post Link to post
T_Silverwolf Posted December 26, 2016 I was inspired by some of the stuff on here to try my hand at making something. It's really not much, but I'm pretty pleased with it. It took me about 2 hours because I'm slow. >_>; Spoiler 0 Share this post Link to post
Cacodemon9000 Posted December 26, 2016 Trying to make something in hellish/marble style. Indoors areas mostly, outdoors areas need a lot of work to do. Spoiler 0 Share this post Link to post
doomgoy Posted December 26, 2016 TheOrganGrinder said:Like this: https://www.dropbox.com/s/xa8glyzytczhrke/Map01mod.wad?dl=0 I understand now, once again thanks for the help. 0 Share this post Link to post
esselfortium Posted December 26, 2016 T_Silverwolf said:I was inspired by some of the stuff on here to try my hand at making something. It's really not much, but I'm pretty pleased with it. It took me about 2 hours because I'm slow. >_>; Spoiler http://i.imgur.com/zv6cR2X.png The texture alignment could use fixing, but structurally that looks really distinct and cool! Only 2 hours for a scene as detailed (and slopey) as that one doesn't seem bad to me at all, either :) 0 Share this post Link to post