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Terminus

[GZDoom] Endless Night

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3 hours ago, Terminus said:

MAP09 - Imperishable Night

I understand the reference

 

looks nice the project! :P

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looks awesome indeed; a great variety of themes on display in those screenshots. excited for quality GZDoom maps :D

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Thank you all for your kind replies :)

 

I'm currently working on finishing up the detailing of MAP05.

Here's a progress screenshot from today.

g4FYoMH.jpg

 

A day of progress left for me to finish this map and then work on MAP03 will begin.

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DyhDNgrWwAAVnfv.jpg

 

DyhDNgrXQAIFJQm.jpg

 

DyhDNgsWwAATZa7.jpg

 

MAP05 is shaping up fantastically. I'm almost done with it at this point, been busy the past week but progress should be much faster now. :)

Edited by Terminus

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unknown.png

 

MAP05 - Night of Knights is completed. :)

Tomorrow work on MAP03 will begin.

 

(Sorry for multiple posting, I hope this is allowed in your own thread...)

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have this new monsters?, nice! :P

 

and second

 

in only for gzdoom? :P

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On lundi 28 janvier 2019 at 7:00 PM, Terminus said:

tDHJMGi.jpg

Colors are kinda clashing here. I'd suggest either using replacing lava with fireblue, or replacing fireblue with lava, to unify the accents. Also that red light should probably use some gray stone upper side texture instead of brown, to make it more visually cohesive with the rest.

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On 2/4/2019 at 11:56 PM, Gaia74 said:

have this new monsters?, nice! :P

 

and second

 

in only for gzdoom? :P

This wad indeed uses new monsters. All are from R667 and I won't be going too overboard with them.

As for GZDoom only - It should run on Zandronum as well. Won't work on anything below that.

 

On 2/5/2019 at 3:37 PM, Gez said:

Colors are kinda clashing here. I'd suggest either using replacing lava with fireblue, or replacing fireblue with lava, to unify the accents. Also that red light should probably use some gray stone upper side texture instead of brown, to make it more visually cohesive with the rest.

I'll look into the colors of the lights, but for now I prefer to keep the Fireblu with the lava walls. They're animated as well (would showcase in a gif if I knew how to make gifs, heh) so it looks very pleasing, at least in my opinion.

 

38 minutes ago, lumbo7332 said:

Does the level design support jumping and crouching, or will that break things?

Jumping and crouching are disabled by default via Mapinfo. Freelook is okay.

 

--------

Work has begun on MAP03 - Transition.

It's going to be another map where I apply new things I've learned, and by what I have planned for it, it's going to turn out somewhat large.

Here's a heavy WIP screenshot of the most recent room I've made in the map.

Screenshot_Doom_20190208_232545.png.23dc671480b308ecfc257a7c1317e9ab.png

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