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Mordeth

Doom Pictures Thread 2022

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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.

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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.

 

dhleB3w.png

 

  Hide contents

sTXDYYo.pngn1teKTF.pngmshtpK3.pngzSXo5VO.png

 

 

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.

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@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? :)

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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!

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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. :)

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I actually really like off map sectors like this:

 

1673152225_Screenshot2022-06-23091117.png.6bd7b7e707306d8c7a4e2de3be4f2e1e.png

 

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.)

 

327059547_Screenshot2022-06-23092526.png.eaa4202bb34a2ec2b48fda66bf11a805.png

 

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:

 

Screenshot_Doom_20220623_094020.png.b18a7978b4b9c95d5b677716d5485dce.pngScreenshot_Doom_20220623_095236.png.d32e4a4a54cc08e67f7aa4fc8b6e7e14.png

1985923362_Screenshot2022-06-23100205.png.78f2093ab58d9eb78717a43c5b1f5d8e.png

Anyways, we return you now to your regular forum viewing.

Edited by Kyka

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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.

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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.)   :)

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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.)

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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.

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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.

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1 hour ago, Daytime Waitress said:

 

Is dat some more Hydrosphere?

Yep. Episode 2. Now with more Revenants. :P

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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.

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