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Linguica

Doom Pictures Thread 2020

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On 9/10/2020 at 9:24 AM, Pirx said:

 

 

if you need some motivation: honestly it looks great.

I think its the fact that I cant think of enough variation of that style to make a single map, but i will try

 

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On 9/10/2020 at 7:23 AM, Catpho said:

@InDOOMnesia Gimp is a powerful editor, but if you just want to quickly make simple collages then i recommend trying BeFunky (You don't need to make an account). The selection is more limited, but it's easy to use and has fulfilled all of my DBP screenshots needs :)

On behalf of my WAD reviews thread, thank you for this website.

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On 9/10/2020 at 7:40 AM, HitBoi64 said:

8-bitadd.wad Map01/Map02 + zharky_x.wad

Zharkov goes to the store is a great wad, much respect

 

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6 hours ago, guitardz said:

Screenshot_Doom_20200912_023905.png

Screenshot_Doom_20200912_023833.png

Screenshot_Doom_20200912_024700.png

Nice rain effects. I think the outside scene would be more realistic without the sharp directional shadows -- overcast sky means more indirect ambient light without a clear direction.

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7 hours ago, esselfortium said:

Nice rain effects. I think the outside scene would be more realistic without the sharp directional shadows -- overcast sky means more indirect ambient light without a clear direction.

Thank you, I wasn't exactly going for realism though.  Was trying to make it more Tim Burton like with the long abstract shadows on the gravestones.  This may not be the best angle to see that.

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1 hour ago, guitardz said:

Screenshot_Doom_20200913_214942.png

 

Oo, I like that. I've been thinking about how I would communicate that to the player. Intro cinematic? Pop up text? README.TXT in the wad? Nah, just make a texture and put it on a wall... perfect!

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I've been paging through this thread for the past few days, and I have to say there's a lot of incredible stuff on display, there's a lot here I'm just itching to play.

 

To do some shameless promotion, here are some screenshots from 2048 Units Of /vr/, the first proper mapping effort I ever took part of. The final Version 1.2 is done, and it has an optional Decorate weapon set, with a stripped down variant of that for Boom. It's a full 32 level Boom format megawad, with 6 extra maps, built using GOTHICTX.wad resources. We all put it together for about 3 months of hard work during the summer, we had a lot of fun and we learned a lot, and I think we made something pretty good.

 

Spoiler

Screenshot_Doom_20200824_072504.png.d7899b39a90e8b6bc642c55017e837a3.pngScreenshot_Doom_20200824_074151.png.0cd00e7b6b29c411827ed7d849e402b9.pngScreenshot_Doom_20200824_090025.png.7a214a38fac5323571be00d77ed73598.pngScreenshot_Doom_20200824_091934.png.3255d805d59f4c557d375e3a7740eb99.pngScreenshot_Doom_20200824_112031.png.84895c97ab502ade1d5b59b5d5bfa6cf.pngScreenshot_Doom_20200824_112432.png.45088e838ac8aad481d0d292019406fb.pngScreenshot_Doom_20200824_113203.png.a9f0831f2e2add5c1191143a994bb657.pngScreenshot_Doom_20200905_213656.png.591fc8f0ebb2a88bcb45443e5cb98faa.png

I learned a lot of important things, like how you can't just test a Boom format map with GzDoom (so I would end up testing with both GzDoom and PrBoom+, to make sure it ran and looked good in both). It didn't just feel great to improve my levels from my mediocre and even subpar first pitches, it felt just as great to see the other guys do the same, like how Map 03 was kind of just ok but nothing memorable in its first draft, but Sandsculker did a fantastic job with improving it, and I think it turned out a great level which among the rest of the early maps, really sells the set of maps and gets you to keep playing.

 

This project more than anything really hammered home how important criticism really is, I cannot credit my harshest critics enough, my levels would have remained pieces of shit if they didn't lay it down and say exactly why they sucked. I'd love to do more mapping projects in the future, and I hope that people don't hold back in criticizing flaws then either.

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21 hours ago, <<Rewind said:

 

 

Those are very nice pics. Would you mind explaining what is the easiest way to add some art to be displayed as matte (if that's the word to use :) in letterboxed mode in GZDoom?

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Something Wip...

Oh.png.8828c775d4f469251f990b8b63580f9c.png

 

Screenshot_Doom_20200914_205603.png.0d882703136bc7a006fb799d4e4b8a3b.png

 

Screenshot_Doom_20200914_205612.png.4ca25bd5c8ff612cc58bb32a0d5b0735.png

 

Spoiler

More progress:

Screenshot_Doom_20200914_211902.png.d8adf52fe9ec3dd2ad42dc5f768bc927.png

 

Screenshot_Doom_20200914_211907.png.c2818f5a9af6861a0ace4e406e5e7253.png

 

Edited by HitBoi64

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3 hours ago, ludicrous_peridot said:

 

Those are very nice pics. Would you mind explaining what is the easiest way to add some art to be displayed as matte (if that's the word to use :) in letterboxed mode in GZDoom?

 

Put the file in reshade-shaders\textures and activate in Reshade. (Layer)

 

EUesJip.png

 

Name the picture below as "credits" and "titlepic" and load in the game if you want the background.

 

RBq9tGE.png

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30 minutes ago, Lutz said:

Egypt level 3, featuring an oasis (and sector water lilies! -- because flowers are the new toilets)

 

Nice architecture, but the trees do not really fit into an Egypt setting.

Maybe palms, fig trees, tall grasses, etc.

Edited by Kappes Buur

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