Steeveeo Posted June 30, 2008 Reinchard666 said:[Graffiti texture] That graffiti, IMO, needs to be grunged a bit, especially around the edges. It looks way too much like a giant sticker instead of spraypainted street art. 0 Share this post Link to post
Reinchard666 Posted July 2, 2008 I'm looking for man, who can make some good looking 3d models of cabinets, chairs, armchairs, sofa... 0 Share this post Link to post
Jim Rainer Posted July 6, 2008 So, can we expect any dynamic lights definitions for the backgrounds and streetlamps? Maybe some HDR effects? Sorry if some of my suggestions/requests/questions are impossible for doom, I haven't played in a while and I can't remember the limitations of the GL engine. 0 Share this post Link to post
ArchitectofHell Posted July 8, 2008 This looks terrific! What is the gameplay going to be like? Lots of puzzles? Survival horror-like mix of exploration and combat? r_rr said:Try implementing real ambiant sounds around the map. (Police sirens, Car Horns, ect.) I disagree with that idea unless the sounds end up sounding very reverby and ethereal, as if they were occuring in a parallel universe that's juuuust outside this one. Police sirens and car horns would be strange without any sign of the actual vehicles. City-flavored ambient music might help the atmosphere, though, and other ambient noises would be great. Just not the sounds of things that are not going to be represented visually, of course... 0 Share this post Link to post
Reinchard666 Posted July 9, 2008 Maybe something like this? ;) http://pl.youtube.com/watch?v=kFZpUJ-yCyg (This is old video, with low resolution textures) 0 Share this post Link to post
Reinchard666 Posted July 19, 2008 Is july, but I still can upload this wad. I fight with sidedefs limit and now I replace lots of furniture sectors with 3d models. This look more realistic and give me much more sidedefs to build more and more flats. http://img362.imageshack.us/img362/7779/71855466oi7.jpg http://img362.imageshack.us/img362/4108/92526632wg2.jpg 0 Share this post Link to post
Steeveeo Posted July 19, 2008 Well, entering the last stretch of July, when can we expect this to be out? 0 Share this post Link to post
iceman57 Posted July 20, 2008 Really interesting job... Maybe the "spooky" effects that you used in trailers and made it look like "Resident Evil" ambiance is the best way to follow. Don't know if kitchens and toilets are the best to give this frightening effect, maybe car garages, hangars, railroad station, alley with lone trees, and other industrial places were more indicated. 0 Share this post Link to post
printz Posted July 20, 2008 This could make a cool Doom 3 (or 4!) level... What about using the JDoom monster models here? 0 Share this post Link to post
Reinchard666 Posted July 20, 2008 If someone want can play it with models pack. Personally I don't like this models - they don't look like original Doom monsters. From other side - sprites looks little ugly with hi-res textures... 0 Share this post Link to post
iceman57 Posted July 20, 2008 Personnaly, I prefer use original sprites without anti-aliasing, looks more "Doom styled" to see huge squares. A note, I viewed 3 times your video trailer, something surprised me that makes look your work less realistic. In one of the main alley, it seems that different blocks have exactly the same height and are aligned on the same line... that looks too perfect. On some other blocks you're voluntary made different heights and alignment, that's really fine. City must be using various heights and alignment for each block, that'd strongly increase the realistic aspect. If require, I'll make screeshots. 0 Share this post Link to post
Reinchard666 Posted July 20, 2008 Thanks, but this blocks in this place have the same heights. Doom engine have limits and if I want build house which was can enter to inside, mostly I must build this house with 1-sided linedefs or use many many 3d floors. I have few buildings with different heights and sloped roofs, and player can go inside and explore. But I must use to make this lots of 3d floors and lots of nerve ;) 0 Share this post Link to post
Kira Posted July 20, 2008 Wasn't there a project of high res sprites for monsters ? Could be useful for you. 0 Share this post Link to post
Reinchard666 Posted July 20, 2008 I download this files, but sprites looks only a bit better. If someone wants may add this wad in *.bat file of my project. 0 Share this post Link to post
iceman57 Posted July 20, 2008 Reinchard666 said:Thanks, but this blocks in this place have the same heights. Doom engine have limits and if I want build house which was can enter to inside, mostly I must build this house with 1-sided linedefs or use many many 3d floors. I have few buildings with different heights and sloped roofs, and player can go inside and explore. But I must use to make this lots of 3d floors and lots of nerve ;) Don't touch architecture, simply add fake building fronts like in old Western movies cities :D They are some street in your map where are various height buildings... 0 Share this post Link to post
Reinchard666 Posted July 31, 2008 http://img529.imageshack.us/img529/7840/111en9.jpg 0 Share this post Link to post
Steeveeo Posted July 31, 2008 Awesome sky! If you want, I could make a rain and lightning script. I've done it before and I could provide a sample wad of what I've done with GZDoom so far if you like. 0 Share this post Link to post
Death-Destiny Posted July 31, 2008 The visuals are looking impressive, but all these wide-open spaces are making me question the gamaplay. Forgive my skepticism, but you are planning out the gameplay, correct? 0 Share this post Link to post
Reinchard666 Posted July 31, 2008 Yes, gameplay is in the first plac e. Steeveeo - great idea, if this looking realistic. Give me a link on priv for test wad, ok? 0 Share this post Link to post
Black Metal Posted August 1, 2008 Scuba Steve said:The city is very bland... there's very little "city" to it. Fire hydrants, parking meters, road lines, signs, advertisements, vehicles... Another city aspect that just isn't captured well, in doom, is 'grime'. We need to see newspapers on the ground, spills, stains, garbage... the city looks too pristine. It's a good start for a city map, but it needs to be more detailed to be a realistic looking city. That would be insane for a person to create... Adding different "grime" would jack up the number of flats exponentially. It'd be really cool, but the time needed would be beyond anything. 0 Share this post Link to post
EarthQuake Posted August 1, 2008 There was some dude doing high resolution sprites of the Doom monsters. Maybe you can get in touch with him? I bet they would look great in this mod. I love the last shot, by the way. Epic screenshot there, man. 0 Share this post Link to post
Snarboo Posted August 1, 2008 The latest screenshot reminds me of Half-Life 2 and STALKER. I want to comment on the bathroom shot with the hanging bodies: it looks a little too clean. Have you considered adding some blood puddles and grime to that area? It would add an extra touch of realism to see blood pools underneath the bodies. Otherwise, this is looking great. :) 0 Share this post Link to post
Reinchard666 Posted August 1, 2008 Ofcourse, I add more gore textures in this bathroom. About Black Metal post - I made hydrants, canals and sewers - look this http://forum.drdteam.org/viewtopic.php?t=3294&sid=7b25859d71dbcbb1c5a7fa719ad37c81 I add leafs on the ground, garbages, roadlines etc... 0 Share this post Link to post
GreyGhost Posted August 1, 2008 If the specs posted in the ZDoom thread are any guide - I'll have to upgrade my PC to play this. Not that I'm complaining, my current setup's due for a major rebuild. 0 Share this post Link to post