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Grazza

Post Your Doom Picture (Part 2)

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A cross post from the Infernew thread for my map Malebolge.

DkjJkHT.jpg

The vanilla engine would be feeling it in the northeast corner, because when everything up there is open, it pushes 90-100 visplanes, and tends to average 40+ pretty much everywhere else, and several places run 60-80, so I probably should calm down with the detail, yes?

It's possible to get the blue skull now, and I've decided how to get the yellow skull, though the method to do so isn't completely implemented yet.

The only problem: as I build the map, it expands more than it should. Pretty much everything save one small area south of the origin isn't required to be visited to finish the map.

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5 hours ago, Gaia74 said:

Image make for fun :P, the process of the demons to be cyborgs

Proceso De Convertir a Cyborg.png

K      K

K    K

KKK

K    K

K      K

 

 

 

 

 

 

 

 

(Seriously why the letter K for a texture? OwO)

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17 hours ago, GoatLord said:

@Marlamir, how did you manage those sweet-ass rotating lights? It looks like something out of Unreal Tournament '99!

They already came with gldefs lump but i don't understand very well how it works.  There is mentioned "point light" so i guess that dragonfly answer is the most correct. 

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10 hours ago, rdwpa said:

Playing around with texture design. 

 

4Y90dBx.gif

 

5okV1DU.png L9fBWYv.png

I laughing my ass off, this is hillarious :D

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Any time that switch texture is used it has to be a GR/G1 and there must be a berserk pack immediately in front of it.

 

...Honestly I think the cheeks should go red for the SW2 frame.

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6 hours ago, DynamiteKaitorn said:

K      K

K    K

KKK

K    K

K      K

 

 

 

 

 

 

 

 

(Seriously why the letter K for a texture? OwO)

ahhh the k It represents the boss responsable of the creations, in my history of Kaiser And Hectic

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1 minute ago, NaZa said:

Testing a map I've recently finished in Chocolate Doom. I'm satisfied with how I utilized vanilla textures - what do you think, which mapset(s) inspired this map?

20180704-identity-e1m1-3.png.a41f17d9d2efdf83c563b1a9eef884e7.png20180704-identity-e1m1-1.png.b8caad1eb167c10df8038554521447b6.png20180704-identity-e1m1-2.png.57276d1d7cef56d150322bb91423a2ed.png20180704-identity-e1m1-4.png.607bf31e088bd80316ccc09668044455.png

*Deimos Intensifies*

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21 hours ago, GoatLord said:

@Marlamir, how did you manage those sweet-ass rotating lights? It looks like something out of Unreal Tournament '99!

 

I wonder, with the new GL Spotlights, could you just use an ACS script to spin it around?

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14 hours ago, rdwpa said:

5okV1DU.png L9fBWYv.png

I hope you named these textures SW1MAES and SW2MAES.

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Other Image, this time, the doomguy face against the Guardian, the protector of brigde of the castle of Hectic

Doomguy Fight The Guardian.jpg

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2 hours ago, NaZa said:

Testing a map I've recently finished in Chocolate Doom. I'm satisfied with how I utilized vanilla textures - what do you think, which mapset(s) inspired this map?

20180704-identity-e1m1-3.png.a41f17d9d2efdf83c563b1a9eef884e7.png20180704-identity-e1m1-1.png.b8caad1eb167c10df8038554521447b6.png20180704-identity-e1m1-2.png.57276d1d7cef56d150322bb91423a2ed.png20180704-identity-e1m1-4.png.607bf31e088bd80316ccc09668044455.png

 

Sweet looking maps! They have a very retro look to them!

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2 hours ago, Gaia74 said:

*Deimos Intensifies*

 

2 hours ago, Aquila Chrysaetos said:

I'm feeling E1 in the first, second, and fourth shots, but the third looks really E2 to me.

Well, I didn't mean that way, but Phobos maps sure influenced a few places in this map!

 

 

3 minutes ago, JBerg said:

 

Sweet looking maps! They have a very retro look to them!

Thank you! I was actually going for a '94 style of mapping, got influenced by the Serenity trilogy so I'm looking at the common logic their maps had. (also what's in common between the three corresponding M1's). I know it's not really visually similar to Serenity (neither gameplay-wise probably) but that's not what I was going for in this map. I think that the most important aspect in the Serenities was the mappers' creativity in trying, and executing, new ideas. As well as the gargantuan map letters. That is my main goal - to try something what would be seen as new in '94, but still plays fresh in '18 or '19. 

 

Also, I've been focusing more on interconnecting areas and reducing backtracking.

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3 hours ago, NaZa said:

Testing a map I've recently finished in Chocolate Doom. I'm satisfied with how I utilized vanilla textures - what do you think, which mapset(s) inspired this map?

20180704-identity-e1m1-3.png.a41f17d9d2efdf83c563b1a9eef884e7.png20180704-identity-e1m1-1.png.b8caad1eb167c10df8038554521447b6.png20180704-identity-e1m1-2.png.57276d1d7cef56d150322bb91423a2ed.png20180704-identity-e1m1-4.png.607bf31e088bd80316ccc09668044455.png

Wow. Great job.

 

Also your style of mapping is really inspired on mine there!

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This is out of a megawad called CLOOM.WAD - map is E2M7 "THE LAVA HALL".

Its an older megawad in vanilla format from about the year 2000.

Those were one of my first steps with custom graphics and sounds.

 

doom00.png

doom01.png

doom02.png

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Some Ultimate DooM style stuff from "The Howling Void" I've been working on.Screenshot_Doom_20180704_230725.png.50aeb4757b1290b97d44a228ba0c9f0d.png

E1M1: Landing Bay

Screenshot_Doom_20180704_230911.png.d8a61895c8b2a499d4f18f36feaa2a34.png

E3M3: Crucible of Destruction

Screenshot_Doom_20180704_231000.png.b4858965b079d8e5179015ccaff74d7c.png

E2M2: Quarantine Zone

Screenshot_Doom_20180704_231113.png.a7f8e05a605d8ad0d6b57ab4631bd189.png

E4M1: Boardwalk

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3 hours ago, AustroDoomer said:

This is out of a megawad called CLOOM.WAD - map is E2M7 "THE LAVA HALL".

Link?

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On 7/1/2018 at 3:56 PM, KVELLER said:

At the end I just left it as it is, and started detailing a bit:

 

578280314_SMat2018_06.3023-37-53.775R3031.jpg.7458583904f8e2f7e4b5df237020756b.jpg

 

I literally just realised that it's almost 12 AM. I spent at least half of my day on this single hallway... holy shit... At least its done now, sans lighting of course.

 

I like detailing though! It's fun to add little things here and there:

 

1476397015_SMat2018_06.3023-52-36.295R3031.jpg.811f7347b6799ed31e5fc50bc920fe1c.jpg

 

I've been working on this around... 4 days, I think? And I'm like 10% done...

 

This is gonna take a while.

This sounds eerily like my mapping experiences. Going way later than expected and spending stupid amounts of time working on a single area. Looks really good though. I especially like the fallen panels and the leaking pipes that you have added in. While it can take a bit of time that kind of detailing really helps complete an area IMO.

On 7/2/2018 at 1:33 AM, Dragonfly said:

Picking up the pace with Eviternity again! :D

 

Finished off this alien hell map:

 

e8662b42595079ede9f731a12572e11f-jpg.jpg

 

fedc65f1e8669e7c327bface91ab37c6.png

 

 

And started this heaven map:

 

91a9420f2bc8087e600107957325d10a-jpg.jpg

Looking excellent as always. I am frothing at prospect of the release of both the texture pack and the wad. (If I'm truly honest the texture pack is slightly more exciting for me for obvious, selfish reasons)

On 7/2/2018 at 3:11 PM, Aquila Chrysaetos said:

A couple more screenshots before I go to sleep.

oso7KJB.png

 

Le251fu.png

I haven't disabled or forgotten the dynamic lights, I just haven't added them yet.

This map will probably satiate my technophilia for quite a while with all its beautiful technology.

I also like carpets, obviously.

I should have this one complete tomorrow, then I can start on E1M6.

I like it. I think your mapping skill is improving as well. And sleep is for the weak

On 7/4/2018 at 9:39 AM, KVELLER said:

 

IMO, as long as it doesn't make the game run at an abismal framerate, and doesn't get in the way of gameplay, it's never too much.

This. I'd happily sacrifice fps on the alter of aesthetics but then I remember that other people will play my wad (hopefully) and that I have to acquiesce  slightly to gameplay and functionality

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5 minutes ago, Bridgeburner56 said:

And sleep is for the weak

Then I'm a bitch baby. I have to sleep, even though my quality of sleep is piss poor.

That map's on hold at the moment until Malebolge (Infernew, there's going to be a map of the same name in HUR) is built.

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4 hours ago, Gaia74 said:

Say hello to Spider Boss in her office

Spider boss Y Oficina.png

So, um, yeah, I'm going to need those TPS reports.

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