Mithral_Demon Posted June 6, 2010 hervoheebo said:http://i48.tinypic.com/21ebytu.png http://i47.tinypic.com/2aaj9jl.png I like shot 2, as said, it looks awesome, but shot 1 looks just a little bland, is that area being worked on? 0 Share this post Link to post
Insane_Gazebo Posted June 6, 2010 http://img163.imageshack.us/img163/6683/sundermap133.jpg I think I like orange. 0 Share this post Link to post
WH-Wilou84 Posted June 6, 2010 I think I want to play it sooo bad. :p This metal + orange theme is damn great. Keep it up. 0 Share this post Link to post
jointritual Posted June 6, 2010 Really cool looking shots, Its a shame it will be too difficult for mortals such as myself! 0 Share this post Link to post
DeletedUser Posted June 6, 2010 Yummy, yet those hanging pillars look quite bizzare in mimicing UD Ep4's sky :/ 0 Share this post Link to post
TwinBeast Posted June 6, 2010 Kappes Buur said:http://i48.tinypic.com/dowgld.jpg Oh my.. I hated those big gargoyles in Blood. They were just so incredibly stupidly made. You can blast all your shit at them and they didn't even get a scratch, unless you were lucky... But then.. by crouching and taking your pitchfork and stabbing the gargoyle in the eyes with it for a minute or so, it will die! And it couldn't retaliate in any way! Well... the castle stuff is nice, but the floor could have some breaks with other texture. I think a different texture might fit better for the main texture, then have this current texture in those breaks. 0 Share this post Link to post
Dutch Doomer Posted June 6, 2010 Nice is it original, it doesn't have any signatures at the bottom. 0 Share this post Link to post
DooMer 4ever Posted June 6, 2010 Added a tower+wall structure and worked on gameplay, which is shaping nicely for the area, so I took some gameplay shots as well. I went a little overboard with taking images as I wasn't completely happy with many of them, so sorry about that :) Pic1 Pic2 Pic3 Pic4 Pic5 Pic6 Pic7 Pic8 Pic9 Pic10 0 Share this post Link to post
Ultraboy94 Posted June 6, 2010 dutch devil said:Nice is it original, it doesn't have any signatures at the bottom. Unfortunatley not, I bought it as a print here http://cgi.ebay.co.uk/Ultimate-Doom-ID-box-art-Poster-24-x36-/260439044457?cmd=ViewItem&pt=UK_Arts_Posters_RL&hash=item3ca3607169 The click-frame was bought seperate in a local wilkinsons store. 0 Share this post Link to post
ArmouredBlood Posted June 7, 2010 Found the celtic textures from afterglow when looking for random textures somehow, and most look pretty cool so I decided to make a map with em. This is the result so far ... All the flats are actually the celtic textures resized 50% to 64x64, should've cut most of the brick ones instead but eh, I might get around to it. Also I'm thinking of recoloring sky 1 to a whitish color unless I stumble upon some snowy British forest skies or something. 0 Share this post Link to post
printz Posted June 7, 2010 EDIT: I could use this opportunity to ask for help. What color translation does GIMP use when blending layers as "Hard Light" 100% opacity? I do realize that the open-door misalignment above looks bad, and instead I'd like the modified-SHAWN2 glow to stay put while the door itself moves, so I'm likely to use a translucent wall with custom TRANSMAP. I just need a clue what color transformation does Hard Light exactly use. EDIT: I just realized I'll need to move the transparent surface together with the door now, defeating the point. There's no way to unpeg middle textures in order to produce the wiping effect as with doors and lifts. 0 Share this post Link to post
DeathevokatioN Posted June 8, 2010 ArmouredBlood said:Found the celtic textures from afterglow when looking for random textures somehow, and most look pretty cool so I decided to make a map with em. This is the result so far ... Holy shit, that looks fucking awesome, I'm gonna make a map or two with those textures as well!! 0 Share this post Link to post
esselfortium Posted June 8, 2010 Adding some new structures and doing some reworking to a scene from Vaporware that I had originally somewhat half-assed. I think it's good enough now ;) 0 Share this post Link to post
Dutch Doomer Posted June 8, 2010 Amazing, it must have been very time consuming to create. Unlike the stuff I have been working on below. 0 Share this post Link to post
Scet Posted June 8, 2010 esselfortium said:wut.jpg I require an explanation as to how this is even possible. 0 Share this post Link to post
esselfortium Posted June 8, 2010 Looks great, Dutch. You're making me want to attempt something classic-ish again :P The second shot is a bit dull in comparison to the others, though, IMO. You might could cut a 96-tall (or 64-tall) indent from the main floor upwards that goes all around the edges of the room, from the doorway to the windows and such, and put the lower 96 units of BROWNGRN or something in it. Would be nice structurally, and would give a bit more texture variation while keeping with the hint of green from the nukage. If that description made any sense. Scet said:I require an explanation as to how this is even possible. http://www.doomworld.com/vb/eternity/49268-eternity-engine-3-37-00-sekhmet/ :P 0 Share this post Link to post
Dutch Doomer Posted June 8, 2010 I probably should do more advanced mapping like you are doing :p 0 Share this post Link to post
Super Jamie Posted June 8, 2010 Good god. Dutch making Eternity maps. *wipes drool* 0 Share this post Link to post
Patrick Posted June 9, 2010 These vaporware maps need more borders and more detai 0 Share this post Link to post
Nomad Posted June 9, 2010 Essel, be straight with us. Are you even human? Honestly? 0 Share this post Link to post
Guest Posted June 9, 2010 Of course he is human. He just has, like 4 clones. Printz, I like those recolors you have going on in those screenies of yours. Very classic Doom. So classic, it in fact reminds me a little of that old Doom alpha. What weapon is that? 0 Share this post Link to post
printz Posted June 9, 2010 Kyka said:Printz, I like those recolors you have going on in those screenies of yours. Very classic Doom. So classic, it in fact reminds me a little of that old Doom alpha. What weapon is that? Thanks, but hey, dutch devil's screenshots look much more classic Doom to me :) I should play your wads too once they're finished, they appear to have lots of detail, and I believe someone said here that they also play good. I believe the gun IS from the Doom alpha. Like everything else, I took it from the realm667 armory (I yet need to learn how to make workable sprites myself). I'm trying to avoid using imported texture sets though, except for some handy NiGHTMARE edits. The gun, being called zombieman rifle, fits much better with Doomguy's avatar graphics, than the pistol. Also, the gun has more firepower than the pistol, because you need it -- and the weapon still will suck, you'll have to get something better! I must commend esselfortium for managing keeping mapping even without being able to test it with monsters. And putting lots of linked portals and changing your mind on the layout, having to place more portals, is not as easy as I thought (it seems to need quite some planning)! 0 Share this post Link to post
esselfortium Posted June 9, 2010 I am, in fact, human, but there is unfortunately only one of me, and he works pretty slowly and is incredibly easy to distrac-- 0 Share this post Link to post
TwinBeast Posted June 9, 2010 Woah, lots of good looking maps recently in this thread. I've done some texture testing too.. I hope I can get this texture set finished tonight. http://koti.mbnet.fi/jeejeeje/wip/metallic_04.jpg http://koti.mbnet.fi/jeejeeje/wip/metallic_05.jpg http://koti.mbnet.fi/jeejeeje/wip/metallic_06.jpg http://koti.mbnet.fi/jeejeeje/wip/metallic_07.jpg 0 Share this post Link to post