bradharding Posted March 2, 2020 Which custom graphics aren't being recognized, @waveplay? 0 Share this post Link to post
garbaged Posted March 2, 2020 8 minutes ago, bradharding said: Which custom graphics aren't being recognized, @waveplay? I'll PM you - just the gloves and pigs. The prboom screen shots show what the appropriate look. Nothing crazy, of course. 0 Share this post Link to post
Slipgate Tourist Posted March 2, 2020 (edited) On 3/1/2020 at 7:31 PM, valkiriforce said: Finished playing The Plutonia Experiment on the Switch earlier last week - so many parts of it were such a pain to play with a joystick but I managed to get through it. Pretty crazy that we have all this fine Doom content on the go! This inspired me to load up Doom 2 on the old DS :) Edited March 3, 2020 by Slipgate Tourist 7 Share this post Link to post
skaarjman Posted March 2, 2020 On 3/1/2020 at 1:05 PM, Doom_Dude said: lol. Have you considered doing some new levels sometime in the Unreal universe, maybe once you get the project done? Why not ! Now me and my mapper are in the progress of learning the "style" of Unreal. After that many maps we will surely pick it up so we can create something unique. And I will have everything on a flexible engine too 2 Share this post Link to post
Jimmy Posted March 4, 2020 On 3/2/2020 at 10:25 PM, Matthias said: wait what... what have I done something something No Nut November 8 Share this post Link to post
Doom_Dude Posted March 4, 2020 (edited) Edited March 5, 2020 by Doom_Dude 21 Share this post Link to post
Urthar Posted March 5, 2020 Barons may have received a slight upgrade. 29 Share this post Link to post
SilverIce Posted March 5, 2020 Failed suicide exit attempt on PRCP MAP17. 3 Share this post Link to post
RonnieJamesDiner Posted March 5, 2020 10 hours ago, Urthar said: Barons may have received a slight upgrade. I'm way more excited about that than I have any right to be. I always love seeing "upgraded" Barons. Looks intriguing! 2 Share this post Link to post
Sgurk Von Spankraght Posted March 6, 2020 (edited) Temple of Arxuv overview Edited March 6, 2020 by KVN2140 8 Share this post Link to post
Doom_Dude Posted March 6, 2020 I was bored so I made this fake title pic. 14 Share this post Link to post
Forli Posted March 6, 2020 I stopped mapping for a couple of months, but now I'm back, and I'm making a green cave with yellow glowsticks. 24 Share this post Link to post
Fuzzball Posted March 7, 2020 So I was fucking about with the chromatic filter on gzdoom and...turns out it has parameters...Oh no. 19 Share this post Link to post
Jimmy Posted March 7, 2020 hrgnng, Baphomet, I'm trying to sneak around but I'm dummy thicc and the clap of my ass keeps alerting the Doomguy 8 Share this post Link to post
Bridgeburner56 Posted March 7, 2020 (edited) The Age of Hell is coming for you ... 21 Share this post Link to post
Egg Boy Posted March 7, 2020 11 hours ago, Forli said: I stopped mapping for a couple of months, but now I'm back, and I'm making a green cave with yellow glowsticks. I really adore your architecture and mapping style, and everything surrounding them is great, but the "glow-sticks" literally hurt my eyes (obviously you're not mapping for me, specifically, but I think it would look better [and not hurt as much] if the lights were toned down a bit). 1 Share this post Link to post
Forli Posted March 7, 2020 @Egg Boy That texture doesn't look that great if the brightness is toned down :( I think that in gameplay the bright lights feel slightly less exaggerated, I'm not sure... 2 Share this post Link to post
Alper002 Posted March 7, 2020 Maybe you could adjust the specific colors in COLORMAP to make the colors still go dark, but slower than default. It'll make them look bright but still get darker at a distance. It'd also make any other instances of those colors in the map kinda glowy, but that might give the map some unique flair. 0 Share this post Link to post
Forli Posted March 7, 2020 @Alper002 Do you mean that I should do a color remap of the texture? I'm not sure how colormaps work but I don't think they are used for something like this :S. 0 Share this post Link to post
Alper002 Posted March 7, 2020 The software renderer uses the COLORMAP lump to determine which colors in the pallette replace which colors at which darkness levels. First row is full brightness, next row is slightly less bright, and so on. There's also the final row which is the invincibility thingy. You can make certain colors NEVER become dark by just making a specific column the same color throughout. 0 Share this post Link to post
valkiriforce Posted March 7, 2020 Some shots from my map contribution for this project. 16 Share this post Link to post