scalliano Posted May 25, 2010 I think you're the only one who does, Dutch... 0 Share this post Link to post
Gez Posted May 25, 2010 scalliano said:More horrendously garish pseudo-PSX-ness: http://img31.imageshack.us/img31/6574/top54.png Hardware rendering mode set to "speed" rather than "quality", isn't it? ;) 0 Share this post Link to post
Dutch Doomer Posted May 26, 2010 Its an annoying bitch to work on, I'm hardly making any good progress on it. I'm not too sure if I should keep this rocky canyon. 0 Share this post Link to post
darkreaver Posted May 26, 2010 dutch devil said:I hate this map so much. [IMG]http://i48.tinypic.com/a9sg2g.png[IMG] Don`t you always hate your own maps? :P Do you ever finish any maps? hehe Looks cool from what I can see, although I HATE jumping-platforms. Dunno if you are supposed to do so there, but it looks that way to me..? (yes I mean "jumping" not jumping) 0 Share this post Link to post
scalliano Posted May 26, 2010 Gez said:Hardware rendering mode set to "speed" rather than "quality", isn't it? ;) Just the way I like it ;) Although I really should make sure the camera is CENTRED before I post screens [/facepalm] Haven't seen rendering gaps like that since the actual Playstation... 0 Share this post Link to post
Dutch Doomer Posted May 26, 2010 darkreaver said:Don`t you always hate your own maps? :P Do you ever finish any maps? hehe Looks cool from what I can see, although I HATE jumping-platforms. Dunno if you are supposed to do so there, but it looks that way to me..? (yes I mean "jumping" not jumping) Lately I haven't been able to finish any map, I get stuck with all of them. So yeah thats why I start hating those goddamn maps. Jumping nope, none of my maps need jumping. 0 Share this post Link to post
darkreaver Posted May 26, 2010 Thats why I said "jumping". I mean...like...running from platform to platform, without falling down. Dunno how to explain better with my limited english skills! 0 Share this post Link to post
DooMer 4ever Posted May 26, 2010 Something I'm working on, after several years of not mapping for or even playing Doom: Pic1 Pic2 Pic3 Pic4 Neither of those areas are finished btw. Lighting hasn't been worked on at all on the second area for example. 0 Share this post Link to post
Dutch Doomer Posted May 26, 2010 darkreaver said:Thats why I said "jumping". I mean...like...running from platform to platform, without falling down. Dunno how to explain better with my limited english skills! Ah ok sorry I misread your post. No platform jumping needed, I'm no big fan of those either. 0 Share this post Link to post
Dragonsbrethren Posted May 29, 2010 Finished up the vanilla (well, non-ZDoom) status bar for the Jaguar TC. 0 Share this post Link to post
scalliano Posted May 30, 2010 Dragonsbrethren said:Finished up the vanilla (well, non-ZDoom) status bar for the Jaguar TC. Good stuff, DB! Looking forward to checking this out myself! 0 Share this post Link to post
Swec Posted May 30, 2010 Just some randome shit :P I am not so good at mapping but i try. The white in the center is not gonna be there. A small waterfall and the water splash also. Not done in this sector. EDIT: i have a shit load of 'Dummy sectors' just for the water :P hehe and i haven't working on the light yet. 0 Share this post Link to post
DeathevokatioN Posted May 31, 2010 Snakes said:The game... it mocks me. RAGE QUIT 0 Share this post Link to post
Dutch Doomer Posted May 31, 2010 I think the megasphere is laughing at you :p 0 Share this post Link to post
Doom Marine Posted June 1, 2010 Snakes said:http://i146.photobucket.com/albums/r246/exitmrhat/doom21.jpg The game... it mocks me. "That ain't for you to touch!" 0 Share this post Link to post
MSPaintR0cks Posted June 1, 2010 Congestion 192 a little stupid project I have running that I fill with tiny levels when I`m bored. I already have 7 levels with sometimes jokewadish settings and music (for example there is a little pirate ship that you have to protect from several mancubi that surround it while hearing the POTC theme music). 0 Share this post Link to post
Dutch Doomer Posted June 2, 2010 Removed the rocky canyon and replaced it with this. 0 Share this post Link to post
printz Posted June 2, 2010 Looks cramped, with you holding just a handgun, and a knight with two cronies next door... 0 Share this post Link to post
Dutch Doomer Posted June 2, 2010 I might look cramped on the screen, but it isn't. Its 192 units wide, nothing I would call cramped. And by the the time you get through this area you should have no problem with those monsters. The other traps in this area might be pretty challenging though. 0 Share this post Link to post
MSPaintR0cks Posted June 2, 2010 The canyon you posted it earlier looked a lot more interesting in my opinion. Your new screenshots looks cleaner and more professional of course, but for me it is just a boring tech base that I have already seen thousands of times before. Of course I could also change my mind after I played it. 0 Share this post Link to post
Dutch Doomer Posted June 2, 2010 The rocks didn't worked out so well. It looked nice but too much of it was just scenery. I will add rocks again of course. 0 Share this post Link to post
40oz Posted June 2, 2010 Wowzers! I like the usage of the warning stripes for everything other than the base of that crane shaped thing. Also I assume the area looks cramped because the other side of the hallway isn't finished yet? I know when I post screenshots it's usually just one part of a room that is finished and the other parts of it are just flat walls or something that I do everything in my power to hide from view before i take the shot. 0 Share this post Link to post
Mechadon Posted June 2, 2010 I like it dutch. The light structures look really interesting. 0 Share this post Link to post
Super Jamie Posted June 2, 2010 That looks awesome! I don't think it's cramped at all, there's plenty of space to dance with a couple of Imps and a Hell Knight. 0 Share this post Link to post
esselfortium Posted June 2, 2010 I really like it visually, but there appear to be a lot of floor bumps so you'll be going up and down a lot while fighting in there. It may not seem like much, but wherever you step down you spend a few tics in midair while falling to the slightly lower level, and lose player control (even moreso in non-ZDoom ports that don't give you some aircontrol), and it can make gameplay unnecessarily frustrating. Transfer heights if it's for Boom, a self-referencing sector if it's not, or just raising the inner sector with the warning stripes to match the height of the main dark floor (so only the 16px supports, which aren't large enough to step down into, are lowered, and the rest of the floor is a consistent height), would avoid the issue. 0 Share this post Link to post
DooMer 4ever Posted June 3, 2010 Added more detail and a new room: Pic1 Pic2 Pic3 Pic4 Pic5 Pic6 Pic7 0 Share this post Link to post
printz Posted June 3, 2010 Super Jamie said:That looks awesome! I don't think it's cramped at all, there's plenty of space to dance with a couple of Imps and a Hell Knight. I said that in relation to the player holding just a handgun. That way the hellknight gets ample time to touch you, and that really hurts. But I was in the wrong regarding the handgun usage. 0 Share this post Link to post