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Patrick

[Community Project] Last Man on Earth - Universal Texture Pack Update

Would anyone be willing to resume or join the Last Man on Earth project?  

20 members have voted

  1. 1. Would anyone be willing to resume or join the Last Man on Earth project?

    • Yes
      14
    • No
      6


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Jim Rainer said:

Odd, the grafitti on the grafitti wall seems strangely pixelated.


that has been fixed :P

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^
Neat and tidy. That space is just begging to be immediately decorated with a desk, a filing cabinet, a chair, a clock hanging on a wall, and some plant in a pot in the corner.
Then it would look perfect :)

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DarkJedi188 said:

^
Neat and tidy. That space is just begging to be immediately decorated with a desk, a filing cabinet, a chair, a clock hanging on a wall, and some plant in a pot in the corner.
Then it would look perfect :)


Half burned desk, broken chair, destroyed clock on a wall and dead half-eaten secretary next to the decayed plant would be perfect...

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I suppose that would be cool, if someone could create the broken clock and the dead secretary.

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jobro said:

I suppose that would be cool, if someone could create the broken clock and the dead secretary.

Well, I don't know about the dead secretary sprites, but you can easily find a sprite of a broken clock inside Duke Nukem 3D.

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DarkJedi188 said:

Well, I don't know about the dead secretary sprites, but you can easily find a sprite of a broken clock inside Duke Nukem 3D.


I can make one too :P Im the texture artist.

On that note. I am putting the final touches on LME00 Textures, I shall have them later tonight. I will post them. I've decided to go with hi-res textures, its just easier that way.

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You'd better delete the link and only send it as PM. I wouldn't trust the community.

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Just as an example of things you can do with my textures, I made room using my textures really quickly.

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I have to admit... the sprite Sergeants look funny on the ultramodern background :)

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I think I may need some Hexen Tutiorals to properly pull my map off.

Edit: I never did get that pm with the WIP textures.
(Screens to come soon)

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^
Amazing! The use of lighting effects in that last screenshot makes the map feel as if it's being built on the Quake2 Engine rather than being built on the Doom2 Engine.

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Ah yeah very nice and suitable! Can't wait until the textures are done. Hey will you create an animated slime texture? It would be cool if there was some slimy water animation since I've allready picked out the sewer ambience sounds.

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Guest DILDOMASTER666

@jobro: You don't have to animate it. That slime texture above would be perfect for use in the ANIMDEFS lump. All you need to do is add a line to this lump like so:

warp pic TEXTURENAME

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jobro said:

ambience sounds


before we jump the gun and start using mega-cool zdoom features, I'd like to see some solid map layouts done first. bear in mind that I want all these maps to be compatible because they will all be in the same pk3 file. after we have a good number of maps done, we can add other zdoom features, until then, i'd like to reiterate that right now this is only basic mapping

Fisk said:

warp


actually, im using warp2 ... looks more like real water

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Done with LME01 Textures. Get the texture pack here

If this is not your map, do not use these textures

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Guest DILDOMASTER666

I have some faith in your map, jobro. Though realistically speaking it doesn't look too great right now, I'm sure that when your textures come along and you add some dynamic lights in there, you could make something beautiful.

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Problems with sewer textures:

Execution could not continue.

W_OpenLumpNum: 4294967295 >= NumLumps
Error persists after cleanup in XWE. Filesize unchanged.

Error persists after redownloading it and overwriting the old file.

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everyone, if you have not already done so, please update your version of GZDoom to 1.1.02. See the gzdoom news to learn about the updates to GZDoom.

@jobro, I will look into the problem you are having, I'll see if I can't fix it later today. In the meantime, i'd suggest updating your GZDoom version, your Doombuilder configuration and ACS libraries. I'll revise your texture pack and send it to you later. PM me with your email address, I can send it as an attachment.

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First look at the hospital:
http://img.photobucket.com/albums/v215/Glaber/doom/DOOM0015.png
Since map 2 is the sewers I have you start in the hospital's Parking garage near a manhole cover. (First sky box shown in picture)

http://img.photobucket.com/albums/v215/Glaber/doom/DOOM0014.png
Showes the problem with the texture.

http://img.photobucket.com/albums/v215/Glaber/doom/DOOM0016.png
An emergency room (With my first through 3rd ever slopes) (Not pictured are the cabnits with book shelf placeholder texture)

http://img.photobucket.com/albums/v215/Glaber/doom/DOOM0018.png
Waiting Room. The 2 doors are to the restrooms. (Not pictured: the TV in the room)

http://img.photobucket.com/albums/v215/Glaber/doom/DOOM0021.png
Elevator

http://img.photobucket.com/albums/v215/Glaber/doom/DOOM0022.png
Reception

http://img.photobucket.com/albums/v215/Glaber/doom/DOOM0024.png
A not yet decorated room with empty restroom

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This project has great potential in terms of the textures and ideas, however the screenshots are making me very sad.

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