Big Ol Billy Posted June 18, 2022 Getting my vanilla side project ready for testing! Learning to love those chunky pixels. Spoiler 44 Share this post Link to post
Gez Posted June 18, 2022 17 hours ago, Big Ol Billy said: Getting my vanilla side project ready for testing! Learning to love those chunky pixels. I hope there's at least one level that can reasonably be maxed with chainsaw-only. 2 Share this post Link to post
Oxyde Posted June 18, 2022 Progress on the not yet dead Survive in Hell remake I'm working on! Goal for this project is to remake all maps of the original Survive in Hell using the same textures for each equivalent map slot. Pretty happy with this so far, some maps use gimmicks such as HIS33 which uses dolls on conveyors to count the number of times you fall off of the platform. Fall one too many time and you're dead! I ran out of ideas on some of these maps, and applied completely stupid ideas such as making a CTF map for Single Player: Each trip to get a flag (key) will summon more items in your base, but more enemies in the middle and in the enemy base! Also, punny map names off of the original ones, because I can. HIS11: Sunless Society HIS13: Widely large open passage HIS17: PSI Productions HIS20: Harder Way HIS33: Destination Finale 33 Share this post Link to post
Shrekmeister Posted June 20, 2022 a picture i took while playing DOOM 2 map20 3 Share this post Link to post
Kyka Posted June 20, 2022 On 6/18/2022 at 12:34 PM, Big Ol Billy said: Getting my vanilla side project ready for testing! Learning to love those chunky pixels. Hide contents A Doom episode set in Texas? And yet in every screen I see only a pistol? I call bs. Also, looks good. Good luck with it. 2 Share this post Link to post
Shrekmeister Posted June 20, 2022 Playing Doom third person Campaign Mod 2 Share this post Link to post
ludicrous_peridot Posted June 20, 2022 Guess the, ahem, level... starting to feel at home there. 5 Share this post Link to post
Dragonfly Posted June 21, 2022 3 hours ago, ludicrous_peridot said: Guess the, ahem, level Eviternity... Map27? 🤔 6 Share this post Link to post
Fabricator Posted June 21, 2022 (edited) @Big Ol Billy dude, these UAC "Tex-base" episode screenies look mental - absolutely diggin' that crunchy vanilla aesthetic! Custom assets look sick, that soul tree with the hanging skulls is metal af, hahaha, and that green box-art style imp is rad too! Very keen to give this a play when it drops, is it gonna be for Doom 1 or Doom 2? :) 0 Share this post Link to post
Big Ol Billy Posted June 21, 2022 1 hour ago, Fabricator said: Very keen to give this a play when it drops, is it gonna be for Doom 1 or Doom 2? :) Interesting question! From a technical standpoint, it’s a Doom 2 set that will run with the usual D2 IWAD. But it uses a “Doom-1-plus” design philosophy—all Doom 1 monsters and decorations are unchanged, but the D2 monsters have been revamped to create a sort of extended D1 bestiary. (SSG is still present though, don’t worry!) The map sequence and story also riff on the classic 3-episode structure of D1, with some twists of course! Thanks for the interest and kind words. I’ll probably post more about this in the near future, but I’m starting to hit people up for private testing. If anyone is so inclined message me! 7 Share this post Link to post
Fabricator Posted June 22, 2022 Very cool! Loving the sound of this. Dig the episodic approach too - especially for D2. Feel like it's still a touch underrated, sure we see small mapsets pretty consistently by a team, but a full episode by a solo mapper just hits different. Without waxing poetic too much feels more curated, more of a deep dive inside the authors head, hahaha! Consider me interested for a private tester role if you're still on the lookout for pre-release eyes on this thing. :) 0 Share this post Link to post
Kyka Posted June 22, 2022 (edited) I actually really like off map sectors like this: You can see the flesh texture bordered at the base by a brown metal border. That border is created by the offmap sectors with a height of 0, joining upper and lower into a single wall. (I also weirdly like attaching the vertices of these off map sectors to other vertices. I don't know if it makes any difference to keeping something within Doom limits, probably not, but it might. l should ask that in the editing forum. Whether it does or not, it also keeps some weird part of my monkey brain happy. Go figure.) l use this random little trick in virtually every map l do now. It's not a big deal, just a little stylistic thing, but it works really well l think. Couple of other examples: Anyways, we return you now to your regular forum viewing. Edited June 23, 2022 by Kyka 8 Share this post Link to post
Faceman2000 Posted June 23, 2022 (edited) 15 hours ago, Kyka said: *stuff* I think D64D2 is where I first noticed that being done. It’s a nifty trick and I use it a lot these days too. I’ve even used impassable midtextures to add a third different texture, though that illusion is easily shattered if someone tries shooting the wall haha. 1 Share this post Link to post
cannonball Posted June 23, 2022 The final area of a new map I'm working on. Essentially E2 of Atomic lives (Well hopefully). 43 Share this post Link to post
Kyka Posted June 24, 2022 On 6/24/2022 at 1:28 AM, Faceman2000 said: I think D64D2 is where I first noticed that being done. It’s a nifty trick and I use it a lot these days too. I’ve even used impassable midtextures to add a third different texture, though that illusion is easily shattered if someone tries shooting the wall haha. I also use this one a lot too. The illusion doesn't get shattered if you put an impassable wall just behind the wall with the impassable midtexture. (This can make things somewhat problematic keeping things in vanilla limits, if that is what you are going for.) :) 0 Share this post Link to post
esselfortium Posted June 24, 2022 In vanilla, unless what you're doing absolutely needs the appearance of a contiguous wall surface (like displaying a tall image across upper/middle/lower textures), it's usually more "cost-effective" with the renderer limits to design around a visible alcove sector instead of a hidden one. Since it has to handle the extra geometry anyway, even though you just can't see it. (It probably does cost a bit more to have the visible alcove, but not enough to make it worth the tradeoff generally.) 3 Share this post Link to post
Kyka Posted June 25, 2022 20 hours ago, esselfortium said: In vanilla, unless what you're doing absolutely needs the appearance of a contiguous wall surface (like displaying a tall image across upper/middle/lower textures), it's usually more "cost-effective" with the renderer limits to design around a visible alcove sector instead of a hidden one. Since it has to handle the extra geometry anyway, even though you just can't see it. (It probably does cost a bit more to have the visible alcove, but not enough to make it worth the tradeoff generally.) Thanks for the explanation essel. Appreciated. 0 Share this post Link to post
Biodegradable Posted June 26, 2022 Random screenshot from @nicolas monti's new WAD, Rupture. 6 Share this post Link to post
Gez Posted June 26, 2022 On jeudi 23 juin 2022 at 1:57 AM, Kyka said: You can see the flesh texture bordered at the base by a brown metal border. That border is created by the offmap sectors with a height of 0, joining upper and lower into a single wall. (I also weirdly like attaching the vertices of these off map sectors to other vertices. I don't know if it makes any difference to keeping something within Doom limits, probably not, but it might. l should ask that in the editing forum. Whether it does or not, it also keeps some weird part of my monkey brain happy. Go figure.) That might cause some automap weirdness as you could have your "line of sight" go through that single vertex into the room beyond? Speaking of automap, you should use F_SKY1 as the flat texture in these sectors so that they don't appear on textured automaps. 1 Share this post Link to post
Daytime Waitress Posted June 27, 2022 23 hours ago, Bri said: Spoiler Spoiler Is dat some more Hydrosphere? 0 Share this post Link to post
Bri Posted June 27, 2022 1 hour ago, Daytime Waitress said: Is dat some more Hydrosphere? Yep. Episode 2. Now with more Revenants. :P 4 Share this post Link to post
Kyka Posted June 27, 2022 On 6/26/2022 at 8:22 PM, Gez said: That might cause some automap weirdness as you could have your "line of sight" go through that single vertex into the room beyond? Speaking of automap, you should use F_SKY1 as the flat texture in these sectors so that they don't appear on textured automaps. Aaaaah Gez. Once again you have brought up things that I would never have thought of. Thank you. 1 Share this post Link to post
Daytime Waitress Posted June 28, 2022 (edited) 20 hours ago, Thelokk said: Thelokk going hard for Breast Cancer Awareness Month. 4 Share this post Link to post
Kristian Nebula Posted June 28, 2022 E3M6 of 2022: The Next Doom Oddyssey from another angle. Me and @pcorf are 2 maps short of completing the megawad! 27 Share this post Link to post