CrazyDoomguy Posted January 1, 2019 What on idea!!!!! Creativity level 80!!! 1 Share this post Link to post
elend Posted January 1, 2019 It really looks amazing. Yet, I have to admit, I am wondering how this will play. It seems very dark in places, will I be able to see the monsters properly? Whatever the case, can't wait to try it out. 1 Share this post Link to post
Bridgeburner56 Posted January 2, 2019 @elend this map has been tested by a few people and no complaints about light level (yet). But this is stuff to look at once RC1 is released. Easy enough to nudge it up a touch if too many people have issues 0 Share this post Link to post
Gaia74 Posted January 2, 2019 you born to map because your maps are art, believe me if you do not tell me it's doom, I do not think it's doom 2 Share this post Link to post
Ribo Zurai Posted January 2, 2019 This is actually breathtaking. Outstanding! 1 Share this post Link to post
Bridgeburner56 Posted February 5, 2019 Just a quick update for those who haven't heard but Refracted Reality is taking a bit longer than anticipated so the release date has been pushed back a month to March 1st which is necessary to keep the quality level up where it's needed. Still quite a bit to do but almost all of the maps have gone through an initial test phase and hopefully I'll start pulling everything together and linking up the hub by this time next week. As far as AoH goes, things are happening. We've got a good array of creative contributors from musicians, to mappers, modellers to map testers and there are some good ideas being thrown around. I'm super excited about what this is gonna be as my ambitions have ... grown so expect something even more epic than what has been hinted at here. The other cool thing is that the discord server that was set up for this has turned into a nice little bustling doom hub while also being the base of operations from which AoH will be made. I will also be running my UDMF community project so if you want to follow AoH updates more closely, are interested in joining the community project or just want to hang out and talk shit then jump in. A new age is coming https://discord.gg/htSPn3u 5 Share this post Link to post
Bridgeburner56 Posted March 1, 2019 With the very near release of Refracted Reality (you can count it in hours) I have been a tad ... introspective. I have lived, breathed and bled for this project for the last 6 months. When I joined it I had not released a single map for play testing let alone public consumption so it has been an interesting experience to say the least. While I think there is always room for improvement and an artist is their own worst critic (yes doom maps are art) I am pleased with what I have made. Are there things I would do better in hindsight? Most certainly. Could I tweak these maps until the heat death of the universe? Absolutely. Am I stoked to be releasing a chunk of maps for whatever critique/approval/damnation or blessings may come? No doubt in my mind. While there have been teething problems I feel privileged to have been a part of this and have very much grown as a mapper while working on this project. I have no doubt that my future works will be better because of this experience. So, here is a snap shot of what I have done for the last half a year and mere hint of what I will be aspiring to make in the near future. This is only the beginning Presenting Void Noir Where Dragons Dwell Crimson Chaos The Infinite Void Palace of the Black Singularity 15 Share this post Link to post
seed Posted March 1, 2019 20 minutes ago, Bridgeburner56 said: With the very near release of Refracted Reality (you can count it in hours) *heavy breathing* Will surely blast through the maps, but I'll have to wait for a new version of GZDoom first (just to be 100% sure a fix for a known hardware gamma glitch made it into the build, as I did experience this at some point), but after that... "I enter the gates Into the realm where nothing dies, But I'm still so cold inside, Mesmerized..." 2 Share this post Link to post
haruko haruhara Posted March 1, 2019 This looks very cool I can't wait to play this one 2 Share this post Link to post
mArt1And00m3r11339 Posted March 1, 2019 I wonder if this WAD is going to have slaughter levels in it. If it is, I would love to see them. 1 Share this post Link to post
seed Posted March 1, 2019 2 hours ago, mArt1And00m3r11339 said: I wonder if this WAD is going to have slaughter levels in it. If it is, I would love to see them. Given how fancy it is, probably not. I think. If yes, I'm looking forward to having my framerate tanked :D . 0 Share this post Link to post
Pegleg Posted March 1, 2019 @seed "Given how fancy it is, probably not. I think. If yes, I'm looking forward to having my framerate further tanked :D ." There, I fixed that for you. 5 Share this post Link to post
mArt1And00m3r11339 Posted March 1, 2019 57 minutes ago, seed said: Given how fancy it is, probably not. I think. If yes, I'm looking forward to having my framerate further tanked. :D I've made slaughter levels that are detailed that require ZDoom and I didn't have any problems with them. Maybe a slight framerate drop but not bad enough to render them as unplayable. 1 Share this post Link to post
HAK3180 Posted March 1, 2019 13 minutes ago, mArt1And00m3r11339 said: detailed Yeah, somehow I'm not sure that's the best descriptor of what we've seen from Bridgeburner56... 2 Share this post Link to post
VanaheimRanger Posted March 1, 2019 26 minutes ago, HAK3180 said: Yeah, somehow I'm not sure that's the best descriptor of what we've seen from Bridgeburner56... I think the proper description is: insane 3 Share this post Link to post
Steve D Posted March 1, 2019 I really like the Void Noir look. I of course love all your blazingly colorful LSD-trip shots, too, but Void Noir is so disciplined in its restrained look, so icy and moody, that I can't wait to experience its mood. 2 Share this post Link to post
Bridgeburner56 Posted March 1, 2019 6 hours ago, mArt1And00m3r11339 said: I wonder if this WAD is going to have slaughter levels in it. If it is, I would love to see them. 4 hours ago, seed said: Given how fancy it is, probably not. I think. If yes, I'm looking forward to having my framerate tanked :D . Average mob count is around 1200 in my maps :p 5 Share this post Link to post
seed Posted March 1, 2019 26 minutes ago, Bridgeburner56 said: Average mob count is around 1200 in my maps :p *hardware struggle intensifies* 1 Share this post Link to post
General Rainbow Bacon Posted March 1, 2019 Good thing I just bought a new machine with a decent video card. I'm ready :D 1 Share this post Link to post
seed Posted March 1, 2019 Similar to Elementalism, I'm dying of curiosity if an i5 and a GTX 950 can take it too. Last time I checked Bridgeburner had a GTX 1060 (3GB variant, I remember replying to his post back then) so my guess is, a 950 should handle it decently at the very least. No matter, it won't be long til we'll be able to put our hands on RR and see for ourselves. I'm obviously going to stream all 3 after they release, if my PC won't blow up, that is :v. 2 Share this post Link to post
mArt1And00m3r11339 Posted March 2, 2019 3 hours ago, Bridgeburner56 said: Average mob count is around 1200 in my maps :p Good stuff. I've made levels that had 10's of 1,000's of enemies that took me 6 hours to beat. 0 Share this post Link to post
Bridgeburner56 Posted July 3, 2019 Long time no see So I've been working on an Age of Hell map the last couple of months and I am finally doing what I've been wanting to do for a looooong time and that is use Otex. What has also been happening in the background is a change in direction (yes another one) with the project. Long story short is that this is actually going to have a story line now and thematic links between levels, as opposed to just being a bunch of cool looking hell themed maps. This also lends the project to being released in volumes of which I am planning 3, each with 2 acts. Each act will be in the 5-8 map range so each volume will be a decent release in it's own right. I will be aiming for 1 volume released each year with the first likely to be next year realistically. Now that Otex has dropped the plan is to re texture my old maps (and re make some areas that I am no longer happy with), reorder things slightly to suit the new plot and develop the creation of custom assets. I'll be updating the OP with more information around this. In the mean time here's what's been happening recently Also go check out my first community project The Mapwich which is currently going through final testing and my first solo mapset The Slaughter Spectrum Sorry for this being dormant for a while and it's going to be some time before Age of Hell is released but I can assure you, it will be worth the wait. 19 Share this post Link to post
SpaceTrash Posted July 3, 2019 (edited) These screenshots, just wow. Can't wait to get my grubby mitts on this. 1 Share this post Link to post
Brock Posted July 3, 2019 (edited) 1 hour ago, Bridgeburner56 said: Wow how did you do the chains? 0 Share this post Link to post
Bridgeburner56 Posted July 3, 2019 @Finnthemapmaker 3d models made by the talented Clay 0 Share this post Link to post
Brock Posted July 3, 2019 12 minutes ago, Bridgeburner56 said: @Finnthemapmaker 3d models made by the talented Clay Whaaat ? How do you even import 3d models in doom? 0 Share this post Link to post
MFG38 Posted July 3, 2019 4 hours ago, Finnthemapmaker said: Whaaat ? How do you even import 3d models in doom? Same way you import any other asset - though it should be noted that GZDoom is one of a select few ports that support 3D models. 0 Share this post Link to post
Bauul Posted July 3, 2019 5 hours ago, Finnthemapmaker said: Whaaat ? How do you even import 3d models in doom? Pop the models into the Model folder of your pk3, define which Things have models using Modeldef, and Bob's your uncle: in-game models! 0 Share this post Link to post