Angry Saint Posted January 19, 2020 It is 2020 and I really miss Lilwhitemouse wads. The picture is from the uncompleted Adessa. His or her last wad was Star Wars Chibi Rebellion, 10 years ago... AFAIK this author never produced anything more. 19 Share this post Link to post
Misty Posted January 19, 2020 (edited) Idgames archives have plenty of hidden textures packs... this one is called gloom. Edited January 19, 2020 by Misty 17 Share this post Link to post
RonnieJamesDiner Posted January 19, 2020 10 hours ago, Roofi said: I don't think this texture pack launches under chocolate-doom. It would be a shame because I'd like to make vanilla-compatible maps. This is something that I've been fighting with over the last little while. I was starting to work on a project aimed around re-texturing Doom 2 completely using OTEX (as a sort of 25-years of Doom 2 thing), but I wanted it to be compatible with Chocolate Doom so that it was as accessible as possible. That part has basically stopped me dead in my tracks with the project, at the moment. I most frequently get this error message: W_CacheLumpNum: %i >= numlumps 0 Share this post Link to post
Vermil Posted January 20, 2020 2 hours ago, Misty said: Idgames archives have plenty of hidden textures packs... this one is called gloom. I think those pentagrams would look better as un-indented mid textures? 2 Share this post Link to post
Misty Posted January 20, 2020 @Vermil they already were that way, you can check if you wish. https://www.doomworld.com/idgames/graphics/gloom 0 Share this post Link to post
Swalzi Posted January 20, 2020 I haven't post doom pics in a while. Thought I'd share screenshots of old maps, some unfinished. I've included recent material as well. Spoiler Moment captured before a visplane crash. Heh. Unfinished mustache STBAR face from 2018 for a UDMF mapset that never got finished. Blue cross looks good on healing supplies. Sky is from "The Trooper's Playground" by Matthias. Replicated one of my favorite rooms from Scythe 2. Unfinished boom map from 2018. I wanted to make something moody, similar to Epic 2's map01. Sky is by Mechadon. 18 Share this post Link to post
valkiriforce Posted January 20, 2020 I've been posting some screenshots on Twitter lately of the wads I've been playing, so I figured I should share them here as well beginning with Coffin Curse and Vicarious Reality 28 Share this post Link to post
killerkouhai Posted January 20, 2020 Tried my hand at recreating Halo 3's Epitaph Original: Doom: 45 Share this post Link to post
Novaseer Posted January 20, 2020 Got a bit more work done on MAP14, which I've decided to title Violation. 6 Share this post Link to post
Snikle Posted January 21, 2020 (edited) Finally got back into working on my maps again. Yes, this is the same one I've been posting pictures of since like March. And it's only map 2 out of 10. This one's almost done though! All the recent work has been on the north end of the map. Edited January 21, 2020 by Snikle : Better map picture 21 Share this post Link to post
VanaheimRanger Posted January 21, 2020 (edited) Nuclear Remnant Spoiler 23 Share this post Link to post
galileo31dos01 Posted January 21, 2020 15 hours ago, valkiriforce said: I like that even on such low resolution you can still notice the distant cacodemon is smirking at you. 8 Share this post Link to post
dobu gabu maru Posted January 21, 2020 May have gone a little overboard with the midtextures in this room Spoiler lol 34 Share this post Link to post
VanaheimRanger Posted January 21, 2020 48 minutes ago, dobu gabu maru said: May have gone a little overboard with the midtextures in this room Your custom title is showing. 5 Share this post Link to post
valkiriforce Posted January 21, 2020 Screens from Mindblood Genesis - a recent favorite of mine. 30 Share this post Link to post
mewse Posted January 21, 2020 On 1/19/2020 at 5:21 PM, RonnieJamesDiner said: This is something that I've been fighting with over the last little while. I was starting to work on a project aimed around re-texturing Doom 2 completely using OTEX (as a sort of 25-years of Doom 2 thing), but I wanted it to be compatible with Chocolate Doom so that it was as accessible as possible. That part has basically stopped me dead in my tracks with the project, at the moment. I most frequently get this error message: W_CacheLumpNum: %i >= numlumps I want to look into this over the next few days, there's no reason it shouldn't work. The wad might need to be adjusted with how it stores flats to be used with vanilla/chocdoom 0 Share this post Link to post
ukiro Posted January 21, 2020 OTEX is also incompatible with vanilla due to textures more than 128 pixels tall, presumably the total lump count, and of course animated textures need to be made to piggyback on the hard-coded entries. Animated FLATs won't work at all and switches will need to be using vanilla name slots. The animated switches won't work. I, or someone else, should make a vanilla version... 3 Share this post Link to post
DynamiteKaitorn Posted January 21, 2020 MAP 06. Going for a factory feel here. Also, the maps don't flow into each other for a reason. ;) 11 Share this post Link to post
BloodnBrain Posted January 21, 2020 Working on the teleporter control room! 12 Share this post Link to post
Bridgeburner56 Posted January 22, 2020 Some tasty teasers from Mapwich 2 39 Share this post Link to post
Noiser Posted January 22, 2020 18 hours ago, DynamiteKaitorn said: MAP 06. Going for a factory feel here. Also, the maps don't flow into each other for a reason. ;) Looks very sweet! 2 Share this post Link to post
RonLivingston Posted January 23, 2020 (edited) Check this out, logs and readable books in Zulu Language, Only by anubis's I had to make the message box a little larger since i'm using the latest GZdoom version 4 Share this post Link to post
Tango Posted January 23, 2020 15 hours ago, guitardz said: More of Nuclear Remnant looks really awesome mate, I'm excited to play what yall are making. visually what I think would probably help a lot would be utilization of cleaner texture cutoffs. specifically: shot 1: in the low-ceiling hallway, the textures on the sides don't have a clean cutoff at the floor. I think I'd probably just lower the ceiling by 8px to eliminate this one. this one is probably the most minor one to me though. shot 2: the textures on the tops of all the beams, as well as the same texture that's on all the walls, cuts off at the ceiling, by 16px above the seam. I'd either switch to using OBASEJ59 for the walls and align all the textures accordingly so that there's one of the 16px tall bars of the texture along the top of the walls, or lower the sky by 16px, and just change the upper texture on the beams to use OBASEJ50. shot 3: cutoffs in the windows are great! I think the same thing ought to be applied to the steps though too. the texture cuts of naturally every 16px, and 16px is a great height for steps anyway (and in fact, the steps you made might already be 16px tall it looks like), so i'd just adjust your floor/ceiling offsets for the steps so that they fall on increments of 8, just like the seams of the texture naturally do 4 Share this post Link to post
VanaheimRanger Posted January 23, 2020 2 minutes ago, Tango said: NICE TIPS! Hey thanks for the input, I really appreciate it, the beam textures I have actually been trying to find a replacement for in OTEX. As for those steps, that's a good catch, they were set to the same cutoff but they probably got height changed by accident at some point and I didn't notice, I probably would have continued not noticing it if you hadn't pointed out, lol. As for the first screen, if I lower the ceiling in there it will misalign the textures on the outside wall as they currently line up with the top of that hallway. I think what I will do is find a good 8px trim texture and use it as a lower across that hallway. 2 Share this post Link to post
Walter confetti Posted January 24, 2020 Another one of these shots taken at right moment, this time from DynamiteKatron map from "Oops! All techbase": And, as a bonus, some stuff i did recently: A map made using aquatex pack by jmickle, bring back from the dead A little thing i made in these days, is it too gray? lol I wish to post some shots from mapwich map i'm making, but... is not that great, i think. 15 Share this post Link to post