Gaia74 Posted December 22, 2018 photos of a new release of my wad Hectic Soldiers X and yes the topic xD 3 Share this post Link to post
Steve D Posted December 22, 2018 E1M8 of Shotgun Symphony was made in February-March of 2014. I wanted to make a boss map that was a true map, not just a boss arena. There is a degree of nonlinearity to it as well as some fairly harsh incidental combat. I'm pleased with the Variation on a Theme of Baron Bashing that I came up with. In the first shot, you return to the hub area shared between M1, M2 and M8, where you see evidence of Marines killed in combat with the Cyberdemon you encountered as a caged beast in M1, now escaped to slay your comrades. You can even see his bloody, cloven-hoofed footprints walking away from the scene of the crime, heading towards the final hub room door . . . 25 Share this post Link to post
Scypek2 Posted December 22, 2018 (edited) It seems today that all you see is violence in movies and sex on TV. Day of the Rope, my Doomworld Mega Project 2018 submission, is now released! (The chart may seem surprisingly tolerant for Nazi standards, but it doesn't actually indicate who gets to live) 5 Share this post Link to post
cambreaKer Posted December 23, 2018 Testing the original doom2 waterfall textures 0 Share this post Link to post
Fuzzball Posted December 23, 2018 (edited) Not too bad! Needs a little more contrast imo- a common mistake in most waterwall recolours~ Sadly there is the "bump" on the left side of the texture too which would make the tiling stand out pretty bad...shame really- it's a nice texture. 0 Share this post Link to post
cambreaKer Posted December 23, 2018 (edited) 10 minutes ago, Fuzzball said: Not too bad! Needs a little more contrast imo- a common mistake in most waterwall recolours~ Sadly there is the "bump" on the left side of the texture too which would make the tiling stand out pretty bad...shame really- it's a nice texture. This isn't a waterfall recolor, those textures were posted by John Romero here: i just put those waterfall textures into my wad and make them animated. 1 Share this post Link to post
Master O Posted December 23, 2018 5 minutes ago, Khorus said: Having the time of your strife then, Khorus? :) 5 Share this post Link to post
nrofl Posted December 23, 2018 Heres a forest map ive been working on... 7 Share this post Link to post
Teder Posted December 23, 2018 (edited) Fun facts about WOOD3. Do you know that upper panels are smaller than lower? Each frame is copy of first one, only lower frames have +1 pixel in upper line. EDIT: next - wood4 1 Share this post Link to post
Honey16 Posted December 23, 2018 (edited) Edited December 23, 2018 by Honey16 4 Share this post Link to post
Dragonfly Posted December 23, 2018 @Khorus Absolutely loving what I see. It's about time Strife saw some advanced-engine love. When can we expect to see a release, and is there a new storyline? Would be sweet if it captured the original game's feeling, complete with voice acting. ;D 1 Share this post Link to post
StormCatcher.77 Posted December 23, 2018 Some edits of my "post-JoM" map: Spoiler 21 Share this post Link to post
Master O Posted December 23, 2018 2 hours ago, Dragonfly said: @Khorus Absolutely loving what I see. It's about time Strife saw some advanced-engine love. When can we expect to see a release, and is there a new storyline? Would be sweet if it captured the original game's feeling, complete with voice acting. ;D That would mean Khorus would have to do all the voice acting using his best Duke Nukem impression. 1 Share this post Link to post
Bauul Posted December 23, 2018 (edited) 7 hours ago, StormCatcher.77 said: Some edits of my "post-JoM" map I am constantly in awe of how natural your lighting looks. It is really is a gold standard. Post JOM for me I'm back to Elementalism, and have started thinking about a Water Episode map. The theme is Egyptian textures and (surprise) water. I put together a few textures and tried out a waterfall method last night to get me started. Edited December 23, 2018 by Bauul 32 Share this post Link to post
Zanieon Posted December 23, 2018 That feeling of peace when you manage to clean up automap from the high detailing the map truly have and making it display the playable areas of the map properly: 8 Share this post Link to post
nrofl Posted December 23, 2018 26 minutes ago, Bauul said: I am constantly in awe of how natural your lighting looks. It is really is a gold standard. Post JOM for me I'm back to Elementalism, and have started thinking about a Water Episode map. The theme is Egyptian textures and (surprise) water. I chucked together a little something last night to get me started. How did you get those waterfalls to look so realistic? They look awesome! 0 Share this post Link to post
Gez Posted December 23, 2018 (edited) 6 hours ago, Bauul said: Post JOM for me I'm back to Elementalism, and have started thinking about a Water Episode map. The theme is Egyptian textures and (surprise) water. I chucked together a little something last night to get me started. I'm going to object to that cartouche texture on the light fixture holders; it's really not a texture that can be wallpapered and cut at odd angles. edit: the updated picture looks so much better; now I can actually look at the pretty waterfalls without being distracted. :D Edited December 24, 2018 by Gez 2 Share this post Link to post
Bauul Posted December 23, 2018 (edited) 1 hour ago, Rhebiz said: How did you get those waterfalls to look so realistic? They look awesome! Thanks! The texture does a lot of the work, it's been blurred vertically so it looks more natural in motion. I also layered it six times, each with a descending level of alpha transparency, so it has more depth. Each layer also has a different offset, a slightly different scale, and a different scroll speed. A couple at the back have slight horizontal scroll too, so the final look is a bit more variable than just a single texture scrolling down. 43 minutes ago, Gez said: I'm going to object to that cartouche texture on the light fixture holders; it's really not a texture that can be wallpapered and cut at odd angles. Yeah, I was in two minds about whether it could work like that. I'll do some experimenting to see if there are better options. 7 Share this post Link to post
Teder Posted December 23, 2018 25 minutes ago, Bauul said: Thanks! The texture does a lot of the work, it's been blurred vertically so it looks more natural in motion. I also layered it six times, each with a descending level of alpha transparency, so it has more depth. Each layer also has a different offset, a slightly different scale, and a different scroll speed. A couple at the back have slight horizontal scroll too, so the final look is a bit more variable than just a single texture scrolling down. Wow! I thought it was only scrolling texture and custom particles. Nice work! 1 Share this post Link to post
elend Posted December 23, 2018 @StormCatcher.77 That looks really, really lovely. So... clean and futuristic?! @zanieon That is actually a really nice looking automap! @Bauul Those are some seriously cool looking waterfalls. I tried that method with several layers of transparency once, for blood, but it didn't quite work out as I hoped. Can't wait to see your maps up close and personal. 4 Share this post Link to post
VanaheimRanger Posted December 23, 2018 (edited) 7 hours ago, StormCatcher.77 said: Some edits of my "post-JoM" map: Hide contents This color scheme and lighting is my jam! Keep it up. 1 Share this post Link to post
Gaia74 Posted December 23, 2018 Two new enemies for Kaiser X, The ArachnoBelphegor, And The Kaiser Dark Paladin 2 Share this post Link to post
Master O Posted December 24, 2018 7 hours ago, Bauul said: I am constantly in awe of how natural your lighting looks. It is really is a gold standard. Post JOM for me I'm back to Elementalism, and have started thinking about a Water Episode map. The theme is Egyptian textures and (surprise) water. I put together a few textures and tried out a waterfall method last night to get me started. *jaw drops* How people manage to push the Doom engine to its limit like this is amazing. 0 Share this post Link to post
wolfmcbeard Posted December 24, 2018 I decided to detail maybe a bit too much, then again, I love detailed things. 5 Share this post Link to post
Woolie Wool Posted December 24, 2018 (edited) I Can't Believe It's Not Software! Winter's Fury, rendered in GL at 640x400 with Vanilla distance fog, software-style banding, AO, and palette tonemapping. The result is quite gloomy and atmospheric, and not as murky as the screenshots suggest because objects silhouette nicely when in motion or animating. It kind of reminds me of Descent. 17 Share this post Link to post
Bridgeburner56 Posted December 24, 2018 Safe pit is safe Spoiler Safety through superior firepower 22 Share this post Link to post
Pieruskwurje Posted December 24, 2018 7 hours ago, Woolie Wool said: Winter's Fury, rendered in GL at 640x400 with Vanilla distance fog, software-style banding, AO, and palette tonemapping. The result is quite gloomy and atmospheric, and not as murky as the screenshots suggest because objects silhouette nicely when in motion or animating. It kind of reminds me of Descent. Nice. Something about dynamic lights in low resolution looks so satisfying. 3 Share this post Link to post
Decay Posted December 24, 2018 (edited) NeonDM map15: Memory: Future Retrospect Dragging a dream into existence 32 Share this post Link to post
Aquila Chrysaetos Posted December 24, 2018 10 hours ago, wolfmcbeard said: I decided to detail maybe a bit too much, then again, I love detailed things. It's only too much if it gets in the way or makes movement bumpy or otherwise annoying. Also, @Decay, there's a small misaligned texture in the upper right of the third shot, just above the blue light. Looks really sharp, though. As for myself, some stuff I did, meshing stone with underground tech. I very much like this room. I had originally wanted the central thing to rotate, but I'd changed my mind on deciding I wasn't sure how to do that and that it'd be too much work for too little gain. A thing based on a hallway @guitardz built in his Bloodloss wad, the blue corridor, but this time with my own spin on it, with the sinusoidal arch and the very slight blue. Also visible are the tar liquid textures from OTEX, which I will be using as a resource, ultimately, for this thing. 25 Share this post Link to post