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Shanoa

Post your Doom picture! [post in Part 2 instead]

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40oz said:

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.

Well yes the other side isn't finished yet, there is nothing on the right side of the screen yet. I like using the hazard stripes, maybe a bit too much :p I think I do some extra work on the base of that light post.

@Esselfortium The map is in doom2 format, I honestly wouldn't want to change it. Maybe I just convert it to boom if it turns out to be an problem with playtesting. I haven't used anything else but skulltag yet for playtesting, its still in its development stage, so playtesting isn't playing an huge role just yet. But I will definitely keep your suggestion in mind, I never think about this stuff myself though.

Everyone else thanks for the comments.

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Ok.. here comes a few.. 1680*1050 res, so I just put links.

Description: Testing new textures, testing how many monsters (3D model versions) I can put in Doomsday with it still being playable (or how playable it is when there's a lot).

http://koti.mbnet.fi/jeejeeje/wip/brickhouse_01.jpg
http://koti.mbnet.fi/jeejeeje/wip/brickhouse_02.jpg
http://koti.mbnet.fi/jeejeeje/wip/doom_monster_stress_05.jpg
http://koti.mbnet.fi/jeejeeje/wip/doom_monster_stress_04.jpg
http://koti.mbnet.fi/jeejeeje/wip/doom_monster_stress_06.jpg

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I like how most guns have Doomguy stickers on them.

Also, I'm detecting some conspicuous teleporter SPRITES in the last shot.

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Actually it's the third person view of the player character! And he's using the guns with his telekinesis neck power!

No, seriously it's just the doomguy face in fullscreen hud.

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esselfortium said:

Transfer heights if it's for Boom


How do you use the transfer height feature for Boom? Does it involve making a dummy sector?

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_bruce_ said:

Looks awesome.

Thanks. I was starting to worry they looked like crap when I got no feedback at all, because one tends to be blind to their own works. After all, my previous mapset looked good to me when I made them all those years ago, though I do see the amateurishness now.

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DooMer 4ever said:

Thanks. I was starting to worry they looked like crap when I got no feedback at all, because one tends to be blind to their own works. After all, my previous mapset looked good to me when I made them all those years ago, though I do see the amateurishness now.


Looks good! Although maybe a tiny bit too much micro-detailing for my tastes. But yeah, looks good! :P

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Maybe some of them aren't good matches for the sprites they replace, but they are the best models currently availible.

Some of Risen3D's newer models may look a bit better in static shots, but they animate horribly by comparasion (i.e they don't animate smoothly).

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I've never mapped for Hexen before. I thought I'd give it a whack.

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The blocky overhead structure with upside-down teleport pools reminds me of those heavy techbase lamp things so often seen in modern Doom maps.

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40oz said:

I've never mapped for Hexen before. I thought I'd give it a whack.

w00t it looks just like kristus's demo from the video

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Vermil said:

http://dengine.net/addons

It's the "JDoom Resource Pack".

Bare in mind that all Doomsday addon's are distributed as torrent's. So you'll need a suitable program for downloading them.


Seems I was mistaken, I thought Risen3D was the same as the JDoom Resource Pack. JDRP is what I have been trying already. The monsters look the same but the weapons looks different in the version I'm using. I checked and it seems I'm using the latest version (v1.01) now.

I would like to see the weapon models from the screenshots in action. How do I get those? Is there a separate download for them, or a setting (can't find one though)?

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Lookins nice Kyka. Green is an excellent colour choice!

Super Jamie said:

I'll never understand how people can stand playing with those models. They all look totally ridiculous.


Well, I like them. Also they're the reason I started doing 3d and other art.

omega_supreme said:

I would like to see the weapon models from the screenshots in action. How do I get those? Is there a separate download for them, or a setting (can't find one though)?


The shotgun model is made by Dreadus. I think some other weapons I got from some JDRP 1.1 Alpha download. Don't know where to get all these now. I think I downloaded them some year ago.


Oh and I made some more textures and mapping with them.
http://koti.mbnet.fi/jeejeeje/wip/xgrate_03.jpg
http://koti.mbnet.fi/jeejeeje/wip/xgrate_05.jpg - the ceiling texture alignment is some bug.. currently, nothing I can do about it..
http://koti.mbnet.fi/jeejeeje/wip/xgrate_06.jpg
http://koti.mbnet.fi/jeejeeje/wip/xgrate_07.jpg - need to get the tall panels sharper..

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Kyka said:

More screenies. This map is shaping up awesome.

If you don't mind my saying so.


Looks good! :)

The overall theme gives me a z1m7-ish kind of feel, but generally cleaner.

In the last shot, I'd flatten out the 2px floor bumps on the stairs (or use transfer heights) though :P

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Every screenshot I've seen the last few days looks awesome!

Here's some shots from a map I'm working on, still at the stage where they look raw and dirty, but that's how I like it. Gonna still put a few more details in the outside shot so the marble texture doesn't repeat itself too much.



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