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Agentbromsnor

Parallel Doomensions - Quake 1 Styled Community Megawad

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1 minute ago, noisebloom said:

I am loving these new monsters.


I did mention in the OP that we should ignore the custom monsters, but if you guys feel like the monsters work well with the regular Doom monsters then by all means I'm willing to change that.

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3 minutes ago, Agentbromsnor said:


I did mention in the OP that we should ignore the custom monsters, but if you guys feel like the monsters work well with the regular Doom monsters then by all means I'm willing to change that.

I think they suit this project pretty well, especially the Shambler.

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11 minutes ago, TheNoob_Gamer said:

I think they suit this project pretty well, especially the Shambler.


Urthar definitely did a great job.

It's no big deal for me, honestly. As long as we can have clarity on it.

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Please let us use the custom monsters, they really help with the quake vibe and they are already in the resource anyway.

 

Also, I like custom monsters...

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5 minutes ago, Forli said:

Please let us use the custom monsters, they really help with the quake vibe and they are already in the resource anyway.

 

Also, I like custom monsters...


Alright, I cleared it up in the OP.

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1 hour ago, Agentbromsnor said:


I did mention in the OP that we should ignore the custom monsters, but if you guys feel like the monsters work well with the regular Doom monsters then by all means I'm willing to change that.

 

1 hour ago, Agentbromsnor said:


Alright, I cleared it up in the OP.

 

Whoops... sorry for not scanning the OP well enough. I'm glad they're in, though; they are providing an excellent dynamic to the gameplay.

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@TheNoob_Gamer Looks pretty good to me, Lot's of brown though. Also i think you should have something in the view of the player when they first start that makes the room pop out and draws the player to it immediately. (can be a weapon placement or a structure) 

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1 minute ago, Morpheus666 said:

(can be a weapon placement or a structure) 

A weapon is available on that pillar, but you won't see it anyway. You have to telefrag a monster to get it.

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still it looks pretty cool, but idk it might just be me who thinks you should break up the Brown with another color that complements it

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27 minutes ago, TheNoob_Gamer said:

Starting yard (kinda)

Do you have any suggestions to make this look better?

etrn02.png.6ce830c2efd2dd252a62fc238bf14cf0.png


Usually when things look a little bit too "muddy" or monotone for my taste, I try to play around with different light values of different sectors. This usually works pretty well for applying some much needed contrast to certain areas.

And fake soft lights and fake shadows are always pretty cool too, of course. :p

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57 minutes ago, NeedHealth said:

nh-quake1.png.e5f65672189f98be689024a43f44d523.png

 

@Agentbromsnor

 

e 1 I realized the sky is wrong

 

  Hide contents

nh-quake1.png.47f2d39acf9ab35a35dcc1afead2423c.png

 

 


You can change the sky manually by using the "sky transfer" technique as written in the OP. This also makes sure that the sky moves, which also makes it more Quake-like.

Edit: Oh wait, you know this already I think. If you do, I misunderstood and you can just ignore this post. :p

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I'm thinking of naming my E2 map "Outer Planes of Perversion".

 

Edit: I made a logo for the project! Check it out in the OP.
I'll probably have to remove the opacity in the version included with the final WAD, but that's easily done in Krita.

Edited by Agentbromsnor

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I always wanted to make a Quake 1 techbase theme map for some time and this seems like a good opportunity.

 

Put me on Map 08. 

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Regarding fake 3D stuff, there's quite a few midtextures in the pack for that kind of thing.

fClC8v3.jpg

Edited by Urthar

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@Agentbromsnor Loving the new logo, I too had a logo i designed but i think yours works better,

 

Also i made a titlepic if your interested in using it:

 

 

TITLEPIC.png

Edited by Morpheus666

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I think there's a severe lack of waterfall / lavafall textures. I have two here acquired from custom Quake maps. Maybe we can add some more to it and add it to the pack? Since I don't know how to animate them for boom I left it as is.

 

qfalls.zip

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@IvanDobrovski Sorry I haven't made a new update to the pack yet, should be today or tomorrow. I was planning on adding some liquid falls; I have the waterfall in that file you posted, I'll add the lava one.

 

That said, if you're going for an authentic Quake-feel, those kinds of things should be used very sparingly as they aren't something that appears in the stock Quake maps at all. (The waterfall is from one of the mission packs where it gets used a bit, but those MPs definitely have their own feel to them.)

 

@Agentbromsnor do you have any kind of opinion/guideline on waterfall-type textures?

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5 hours ago, Urthar said:

fClC8v3.jpg

Are you sure that joined sectors only count as a single visplane? I remember working on a vanilla project and being told that joining sectors doesnt affect the number of visplanes.

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You might be right, it's one of those bits of mapping information I've absorbed without ever really testing. But if nothing else it makes it easier to manipulate in the editor.

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2 hours ago, plums said:

@IvanDobrovski Sorry I haven't made a new update to the pack yet, should be today or tomorrow. I was planning on adding some liquid falls; I have the waterfall in that file you posted, I'll add the lava one.

 

That said, if you're going for an authentic Quake-feel, those kinds of things should be used very sparingly as they aren't something that appears in the stock Quake maps at all. (The waterfall is from one of the mission packs where it gets used a bit, but those MPs definitely have their own feel to them.)

 

@Agentbromsnor do you have any kind of opinion/guideline on waterfall-type textures?

 

I think you kinda nailed it, honestly! If you try to use the waterfall-type textures sparingly, it should be fine. In my own E2 level, I only really need a bloodfall for those crying faces on the wall that I showed before. Let me know if you have a new version of the resource pack, and I'll ad it to the OP.
 

Just now, noisebloom said:

@Agentbromsnor - let me know if you're still up for letting me take a stab at the E2 finale!


Okay, I also added you there.

 

6 hours ago, Urthar said:

Regarding fake 3D stuff, there's quite a few midtextures in the pack for that kind of thing.

fClC8v3.jpg


I think I want to include this in the OP as well, because this is very useful. Thanks for the tips!

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While this threads pretty active, a couple of questions-

 

Do you mind if some stock doom textures are used providing they comply with the palette and work well with the quake assets? 

 

How much health do the new monsters have? 

 

Can shambles get rezzed? 

 

Cheers

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Just now, dt_ said:

While this threads pretty active, a couple of questions-

 

Do you mind if some stock doom textures are used providing they comply with the palette and work well with the quake assets? 

 

How much health do the new monsters have? 

 

Can shambles get rezzed? 

 

Cheers


Considering that the new palette kinda screws with the Doom textures, I'd say try to stick with the Quake ones.

I don't have much info on the new monsters, but @Urthar should be able to answer those questions.

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1 hour ago, dt_ said:

Can shambles get rezzed?

You bet!

 

Health

Shambler:          900

Formless Spawn:  80

Scrag:               150

Cyberdemon:   2500

Mastermind:    2000

Lost Soul:           75

 

Edited by Urthar

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