Master O Posted July 23, 2019 10 hours ago, GamingMarine said: So it's Pirate Doom, but with Cowboys? So, Cowboy Doom? 0 Share this post Link to post
GamingMarine Posted July 23, 2019 29 minutes ago, Master O said: So it's Pirate Doom, but with Cowboys? So, Cowboy Doom? It's not a project of mine; It's from a PC port of an old iOS game called Bastards. 1 Share this post Link to post
snapshot Posted July 23, 2019 (edited) EDIT: a map from ZBHL Edited August 15, 2019 by tempdecal.wad 9 Share this post Link to post
elend Posted July 23, 2019 I am currenty playing Lunar Catastrophe and absolutely love it. I am playing with Vanilla Essence and it's simply amazing. My settings are not 100 % vanilla, because the resolution is a tad higher, dynamic lights are turned on and I even have a bit of ambient occlusion. But it still "feels" vanilla, I must say. It actually feels exactly like I "remember" Doom. It's just awesome, highly recommended (both Lunar Catastrophe and Vanilla Essence). 20 Share this post Link to post
snapshot Posted July 23, 2019 (edited) @Dragonfly's map from DMP2017 Edited July 23, 2019 by tempdecal.wad 10 Share this post Link to post
Dragonfly Posted July 23, 2019 (edited) 5 hours ago, tempdecal.wad said: Why are you posting a screenshot of my old DMP map with no context? It makes it look like it's your work. 4 Share this post Link to post
snapshot Posted July 23, 2019 (edited) @Dragonfly Oh, sorry, I just love your work and wanted to share a screenshot. 1 Share this post Link to post
Dragonfly Posted July 23, 2019 Aw, thanks. In the future do what Elend did above you and apply some context to the screenshots, otherwise people get the wrong idea. ;) 1 Share this post Link to post
Jaska Posted July 24, 2019 Finished another room. A breather gameplaywise. 31 Share this post Link to post
Ed Posted July 25, 2019 Putrefier remaster WIP. Cleared most of the game-play related things, added some new areas and inter-room connectivity, bug-fixes, and fixed so, so many misaligned textures. Replacing all of the vertex slope thing entities with actual vertex z height definitions. It's a pretty major overhaul. Lots of new textures, demoing whole areas, clearing space for easier movement. 30 Share this post Link to post
Jaska Posted July 25, 2019 4 hours ago, Ed said: Putrefier remaster WIP. Cleared most of the game-play related things, added some new areas and inter-room connectivity, bug-fixes, and fixed so, so many misaligned textures. Replacing all of the vertex slope thing entities with actual vertex z height definitions. It's a pretty major overhaul. Lots of new textures, demoing whole areas, clearing space for easier movement. Whoah! That's something. Awesome! 1 Share this post Link to post
Spectre01 Posted July 25, 2019 Interesting reflection from the Soulsphere in GZDoom with dynamic lighting and paletted tonemap mode. The pattern also expands in a trippy way as the sphere glows. 9 Share this post Link to post
Novaseer Posted July 26, 2019 A quick before and after of the revamped MAP07 of Depths 2: BEFORE that I made in September 2018: (186 [I think] monsters on UV, 1 secret, par time 7:00) AFTER that I made in July 2019: (480 monsters on UV, 8 secrets, par time 15:00) Both maps use Dead Simple triggers. The new one uses a few extras too, like some extra actions on Arachnotron death and one triggered by the Cyberdemon's death. 7 Share this post Link to post
Misty Posted July 26, 2019 14 hours ago, ShadowTheDemon said: Something I've tried to do: I hope you fixed your misalignments in this place, by giving upper and lower unpegged here. 1 Share this post Link to post
nrofl Posted July 27, 2019 In my opinion how doom does lighting is slightly retarded. Took me 4 hours to get this room done with proper, even lighting. And it still isnt even done: 2 Share this post Link to post
elend Posted July 27, 2019 But what do you mean with „even“ lighting? That‘d be as easy as having all sectors the same brightness. Don‘t do that. Mix it up. A bit of dark here, a bit brighter areas here. Finish! Easy lighting in Doom. :p 1 Share this post Link to post
nrofl Posted July 27, 2019 1 hour ago, elend said: But what do you mean with „even“ lighting? That‘d be as easy as having all sectors the same brightness. Don‘t do that. Mix it up. A bit of dark here, a bit brighter areas here. Finish! Easy lighting in Doom. :p Thats what it is, the problem is (And I dont think I'll explain it right) that you have to have the same value of brightness in the editor, even though it might not look right. I always make it look right in the editor when its not. And I meant Evenlighting as in the MAPIFNO value. Maybe I'm doing things wrong and maybe I didnt explain it right but it was annoying to fix nevertheless. 0 Share this post Link to post
Jaska Posted July 27, 2019 Took almost "too much" time to take these screenshots and imgur lagged unbelievably badly.. So I'll copy the same shots as in my project thread linked below to here. More shots here: Spoiler View to the last map Last map, power core Entrance to a lower level Crew quarters A collapsed hallway View from outside Imposing facades Natural environments Urban environments One of the bars in the wad Overdetailed interiors Wanna have a snack with revs? "Pro" light effects Maybe the most advanced kitchen in doom Some tech machinery Crate conveyor Laboratory Some maps are massive. Also small and medium maps are included so the experience doesn't drag. Including a cat for no reason. I like cats. 23 Share this post Link to post
ShadowTheDemon Posted July 28, 2019 On 7/26/2019 at 9:18 AM, Misty said: I hope you fixed your misalignments in this place, by giving upper and lower unpegged here. Yes I have. 0 Share this post Link to post
Bridgeburner56 Posted July 28, 2019 Some more Age of Hell related shenanigans 49 Share this post Link to post
elend Posted July 28, 2019 That looks really amazing. I love how distinct the shapes in the first two pictures are, even though the whole screenshot is basically the same texture. Amazing what you can do with light. 3 Share this post Link to post