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everennui

what are you working on? I wanna see your wads.

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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.

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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.

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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.

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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 ...

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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.

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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.

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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...

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^ 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.

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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

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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.

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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.

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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

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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. >_>;

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 :)

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