Ralphis Posted November 20, 2010 Just messing around. How does this look to you? I tried to make it easy on the eyes without a lot of clashing like I've seen in a lot of other minimalist wads (8-bit DM/CTF for instance) and strayed away from seizure inducing flashy lights. Contemplating a free dm/ctf iwad (boom compat) in a simple style like this, as I'm no artist. There could definitely be some cooler stuff going on with this type of approach but I'm just doodling right now. 0 Share this post Link to post
Mechadon Posted November 20, 2010 Given the style has been a source of constant eye rape in the past, this is actually a nice departure from that. The eye rape, I mean :P. I like it! 0 Share this post Link to post
esselfortium Posted November 20, 2010 I love it. I think it could possibly do well with some textures of simple, monochrome geometric designs on the colored backdrops to add some extra interest and style on large surfaces, to go along with the interesting outlined shapes on the floors and ceilings of sectors, though it's already looking great. I take it this is using a custom palette? It might be worth hue-shifting the magentas a bit to take them out of the standard Doom range; they don't look bad as-is, but it's an easy and rather uncommon change (well, I do it a lot, but I never release anything so it only half counts :P) that can make a big difference in color possibilities. I'd also replace the yellow in that second shot with something closer to the yellowish-orange wall seen in the first shot. I'm guessing they're both the same texture but with one lit darker than the other, but either way, I think switching the color itself to a slightly more orangey one so it looks that way from any distance would make it fit in a lot better. 0 Share this post Link to post
Gez Posted November 20, 2010 Looks interesting, but it'd need sprite replacements in a similar style for weapons and players. (If it was for SP, I would suggest seeing if stuff couldn't be adapted from Phobus' Virus mod; but I don't think the Virus enemies would work as player skins...) 0 Share this post Link to post
Phml Posted November 20, 2010 The aliasing is especially bad on these single color textures, but otherwise it looks cool. Not too convinced with the use of gray for walls though. 0 Share this post Link to post
esselfortium Posted November 20, 2010 Gez said:Looks interesting, but it'd need sprite replacements in a similar style for weapons and players. I'm not so sure about that... To throw an alternate idea out there, though, if the overall style is still in flux and open to suggestion, it could also potentially be worth trying something along the lines of some of Warsow's level design, where there's a lot of focus on strong and vibrant colors, without going all the way into outlined solid-color textures. 0 Share this post Link to post
brinks Posted November 20, 2010 Looks very Piet Mondrian-esque. I like it. 0 Share this post Link to post
Catoptromancy Posted November 20, 2010 Most awesome but the textures should not be completely solid. FLAT1, CEIL5_2, FLAT5_4, FLAT5_5 are perfect examples. Solid but not screen/eye raping solid. Even CRATOP is too solid too look good in many places. Warsow can get away with it due to the lighting. The light sort of slightly textures solid colors. http://quake.ingame.de/warsow/spiel/img/wdm2.jpg 0 Share this post Link to post
dew Posted November 20, 2010 ahhh.. reminds me of rlight by welkin. he cited warsow inspiration too, but he used conservative colours to avoid eye-rape. it plays quite well, so custom textures and weapons are not something necessary. we actually ran a tourney on the map, going as 'quake' as zdaemon allows, instant weapon switching included. 0 Share this post Link to post
40oz Posted November 21, 2010 It kinda looks like a less detailed version of Action Doom 2. 0 Share this post Link to post
JadedLexi Posted November 21, 2010 I can't figure out why, but this looks really appealing to me. It reminds me a lot of Phobus' Virus in some ways. 0 Share this post Link to post
gemini09 Posted November 21, 2010 I think it looks cool. The coloring could be better, IMO. The white and gray make it appear blank, rather than representing something. And I'd personally do away with the shape on the wall in the second shot, and rather keep the architecture as simple as the coloring. But I dig those blue steps. The white floor suits them too. 0 Share this post Link to post
Mr. Freeze Posted November 21, 2010 There's a little too much gray and white present, but I really like the idea. 0 Share this post Link to post
Hellbent Posted November 21, 2010 While I see where Essel is coming from I think the bright yellow is a quite nice; nothing wrong with having both yellows. One thing if you are up for it--to do this style in pastels. Pastel green in place of all the white would be pretty bad ass imo (or just as another subordinate color along with pastel peach, pink yellow, brown etc.) or that could be a most terrible idea. What about replacing the white with off-white or cream? Light pastel beige? Lots of options. I actually started doing something mildly similar to this as a concept for dm, but significantly more minimalist with more blending of colors. I think I may do some work on it today since I never pursued it for some reason. We can compare and compete. :P 0 Share this post Link to post
DeathevokatioN Posted November 21, 2010 Looks interesting, but it also looks like something I'd get bored with after a while. Don't get me wrong, it does look cool... and I'm aware that this probably is in it's early stages, but I'm not totally convinced it's possible to pull off much diversity with simple textures like this... I'd like to get proved wrong though. ;) 0 Share this post Link to post
Phobus Posted November 21, 2010 I quite like the look of it - the black outlines are a bonus IMO, and I reckon it'd work nicely with any sprites you'd choose to use. MAP01-03 of zctcmaps used a similarly simplistic style for colours (a touch more detail in the textures I think, with blocks being outlined) and it looked good to me with the stock Doom sprites. 0 Share this post Link to post
Lüt Posted November 22, 2010 I'd say you've only got trash at the moment - if you want garbage, you'd have to drop the lighting and destroy the palette with excess color banding. 0 Share this post Link to post
Spleen Posted November 22, 2010 Pretty cool, I think what it's missing the most is anti-aliasing. 0 Share this post Link to post
Bishop Posted November 22, 2010 Actually, I kinda like it... Besides, 8bitDM wasn't at all a problem for me to play. 0 Share this post Link to post
Csonicgo Posted November 22, 2010 perhaps it would be best to have some extra linedefs on the floor on black lines as a "gradient" kind so it doesn't look so jagged. 0 Share this post Link to post
Xaser Posted November 23, 2010 I like the jagginess. Looks sharp enough to use as a weapon. Not bad though, in all seriousness. Wonder what the enemies/weapons would look like. 0 Share this post Link to post
esselfortium Posted November 23, 2010 Csonicgo said:perhaps it would be best to have some extra linedefs on the floor on black lines as a "gradient" kind so it doesn't look so jagged. I don't think it'd really work very well, and it'd be impractical/inefficient as hell regardless. 0 Share this post Link to post
Chrispaks Posted November 26, 2010 It looks great because of the black outline IMO. 0 Share this post Link to post
Hellbent Posted November 26, 2010 You know, I think it is fine just the way it is (in the screenshots). Why don't you release a little demo/trial so we can get a better idea of how it will feel with objects and monsters and firing weapons? It really reminds me of commander keen for some reason. Replace the barons of hell with vorticons, demons with two eyed yorps, imps with one eyed yorps, former humans with mini-robots and shotgun guys with firing robots. 0 Share this post Link to post
Bishop Posted November 26, 2010 Csonicgo said:perhaps it would be best to have some extra linedefs on the floor on black lines as a "gradient" kind so it doesn't look so jagged. I Think that will just be too much effort only to get a crappier FPS rate 0 Share this post Link to post
hardcore_gamer Posted November 28, 2010 It looks very stylish, but I don't normal Doom enemies would look out of place in it. 0 Share this post Link to post
dew Posted November 29, 2010 hardcore_gamer said:normal Doom enemies would look out of place in it. how lucky then it isn't intended for sp/coop 0 Share this post Link to post