Tormentor667 Posted February 2, 2006 Working on a new map for Eriance's "Demin Eclipse" Episode 2, it's for ZDoom and GZDoom, some screenshots: 0 Share this post Link to post
Tormentor667 Posted February 2, 2006 Thx alot! It was and still is a lot of work to make it look like that! Current stats are: 15583 Vertices 18278 Linedefs 33471 Sidedefs 2725 Sectors 739 Things ...and it is just about 35% finished! 0 Share this post Link to post
esselfortium Posted February 2, 2006 I think I love you =[ =[ =[ Looking awesome, as always. Very nice work. 0 Share this post Link to post
Hobbs Posted February 2, 2006 Tormentor667 said:Thx alot! It was and still is a lot of work to make it look like that! Current stats are: 15583 Vertices 18278 Linedefs 33471 Sidedefs 2725 Sectors 739 Things ...and it is just about 35% finished! Whee overdetailing. Need you be reminded that some of us like to dodge and aim in levels. 0 Share this post Link to post
Ultraviolet Posted February 2, 2006 Is there a film of translucent warping water between the player and the skybox? Because if so, that's impressive. It's hard to tell what it is that I'm seeing without any motion. Otherwise, though, this sort of detail in Doom is getting bland. There's sort of an "all been done" sentiment. Why don't you move on to Doom 3 where attention to detail gets you better results? 0 Share this post Link to post
Doom'd Marine Posted February 2, 2006 Ultraviolet said:Is there a film of translucent warping water between the player and the skybox? Because if so, that's impressive. It's hard to tell what it is that I'm seeing without any motion. Otherwise, though, this sort of detail in Doom is getting bland. There's sort of an "all been done" sentiment. Why don't you move on to Doom 3 where attention to detail gets you better results? because Doom 3 = sucks compared to the stuff done on doom 2.. its an old game.. but the quality of a game isnt measured in pixel size alone =) 0 Share this post Link to post
Jehar Posted February 2, 2006 I think the transparent fire lines are a 'well DUH' idea... I can't see why I haven't seen it before. Cool stuff. 0 Share this post Link to post
Udderdude Posted February 2, 2006 I see Heretic weapons. :O Also it looks really good. 0 Share this post Link to post
Bank Posted February 2, 2006 This may be one of the most beautiful maps I've ever seen, my god, it's astounding. Maybe not for other people, but just the sheer colour and style of this makes it all the better in my book, bang-up job! : ) 0 Share this post Link to post
Nmn Posted February 2, 2006 I like the colour scheme. Very nice. Keep us informed. 0 Share this post Link to post
Enjay Posted February 2, 2006 HobbsTiger1 said:Whee overdetailing. Need you be reminded that some of us like to dodge and aim in levels. Whee, lots of detailing - yet managing to include lots of nice open corridors and areas for plenty of dodging and aiming. 0 Share this post Link to post
Tormentor667 Posted February 2, 2006 Doom'd Marine said:because Doom 3 = sucks compared to the stuff done on doom 2.. its an old game.. but the quality of a game isnt measured in pixel size alone =) Exactly ;) @HobbsTiger - Don't worry, all of the areas with lots of detail are wide and open instead of making them cramped, so it won't be a problem for the player to dodge and strafe. (Enjay is right) @Everyone else - Thx for the nice comments, they keep me mapping :) @udderdude - No original DOOM weapons in this map, just new "hellish" ones that replace the old ones (thx to Eriance's DECORATE and SPRITE-Work) @Jehar - It's a great looking trick and so damn simple ;) @Ultraviolet - The warping fire is part of the skybox and makes the sky itself a bit more hellish and interesting. 0 Share this post Link to post
Azriel Posted February 2, 2006 That's a pretty large tower. EDIT: And nice. 0 Share this post Link to post
Nmn Posted February 2, 2006 Tip: Try not adding too much detail to the floors as it makes running and therefor, combat tedious and frustrating. Put a hell lot of crap onto the ceilings and walls, though ;) 0 Share this post Link to post
Tormentor667 Posted February 2, 2006 Nmn said:Tip: Try not adding too much detail to the floors as it makes running and therefor, combat tedious and frustrating. Put a hell lot of crap onto the ceilings and walls, though ;) Yeah that's true, but right now, most of the floor height differences are just between 2 and 4 map units (sometimes just 8 but never more), so this doesn't interfer with gameplay at all, but thx for the tip ;) 0 Share this post Link to post
SSWolfenSie Posted February 2, 2006 O_O Woah. Btw, what about tnt4? :/ 0 Share this post Link to post
Hobbs Posted February 2, 2006 @Enjay and Torm: I'll wait until this gets released (heh) and then I'll tell you about all the gameplay issues I find. Mmmk? 0 Share this post Link to post
Tormentor667 Posted February 2, 2006 SSWolfenSie said:O_O Woah. Btw, what about tnt4? :/ In progress, about 90% finished ;) @Hobbs - Feel free to do so ;) 0 Share this post Link to post
Chrono_T Posted February 2, 2006 Very nice looking. Just as long as it's not too detailed to the point where it slows down as hell, it's fun (detail doesn't awlays mean fun mind you), and you keep yourself from comparing/advertizing this from other people's wip threads, and it's all good my friend. :D 0 Share this post Link to post
Tormentor667 Posted February 2, 2006 ...ernm... well, some areas have a huge amount of detail and alot of transparent textures... I hope this won't kill your machine :( 0 Share this post Link to post
bryant robinson Posted February 2, 2006 This project looks outstanding! I really like gothic/medieval levels. My AMD64 will handle the detail too! 0 Share this post Link to post
Dutch Doomer Posted February 2, 2006 O_o looking very impressive, I love it allready keep it up. 0 Share this post Link to post
Fletcher` Posted February 2, 2006 It looks highly pretty. How well does it play? 0 Share this post Link to post
Tormentor667 Posted February 2, 2006 rf` said:It looks highly pretty. How well does it play? It's strange that since KDiZD - although this is even not released - everyone asks me about the gameplay of my maps. Was the gameplay of my TNT series and TCOTD so damn bad?! I can justsay that it plays fine for me right now but that it is far from being finished. 0 Share this post Link to post
Graf Zahl Posted February 2, 2006 The only problem with TNT is the lack of difficulty levels. They are just hard with no chance to tone it down if you are not willing to bother with all these monsters. 0 Share this post Link to post
Belial Posted February 2, 2006 TCOTD and TNT2 had some really bad gameplay, though it was mostly caused by complete lack of balance and not excessive detailing. 0 Share this post Link to post