Ultraboy94 Posted October 9, 2011 For those of you who get where this comes from, I'm sorry. 0 Share this post Link to post
Varis Alpha Posted October 9, 2011 I don't know really, but whatever is lying on the floor looks EXTREMELY familiar. The fact that the word "party" is smeared on the wall makes me wonder if that really is who I think it is. 0 Share this post Link to post
Grazza Posted October 9, 2011 Cell said:Wait a minute. Were you in Hungary?! Yes. I visited Szolnok on Thursday. 0 Share this post Link to post
The_MártonJános Posted October 9, 2011 Ultraboy94 said:*IMAGE of... whatever is it, it looks quite red* For those of you who get where this comes from, I'm sorry. I don't get it, but is that way of coloring sectors compatible with "ZDoom in Doom format"? Katamori: has that kind of SKY texture anything to do with Polar Lights? 0 Share this post Link to post
Ultraboy94 Posted October 9, 2011 Cell said:I don't get it, but is that way of coloring sectors compatible with "ZDoom in Doom format"? Katamori: has that kind of SKY texture anything to do with Polar Lights? I believe so. I'm using Skulltag(Doom in Hexen) Format myself, but as long as tagging and Zdoom scripts are avalible in Zdoom in Doom format then it should be ok. 0 Share this post Link to post
Katamori Posted October 9, 2011 Cell said:Katamori: has that kind of SKY texture anything to do with Polar Lights? Idunno, I got it from Esselfortium's SpaceDM-9 WAD. I thought it would be better than pcorf's simple starry sky-texture. 0 Share this post Link to post
esselfortium Posted October 9, 2011 Please don't reuse the resources that were created for SpaceDM9. Sorry. (That sky reeeeeaaally doesn't work well at all in the standard palette, anyway.) 0 Share this post Link to post
phobosdeimos1 Posted October 9, 2011 Looks great Katamori, i'm liking those green lights is it for Boom? 0 Share this post Link to post
Katamori Posted October 9, 2011 esselfortium said:Please don't reuse the resources that were created for SpaceDM9. Sorry. Oh, sorry, I didn't know that after you letter that you answered me yesterday. My mistake. phobosdeimos1 said:Looks great Katamori, i'm liking those green lights is it for Boom? Thank you! Yes, it'll be Boom-compatible. 0 Share this post Link to post
Csonicgo Posted October 9, 2011 Ultraboy94 said:barf For those of you who get where this comes from, I'm sorry. You're making a mod based on what is most likely malware? I guess The Sky May Be had to be bested somehow. 0 Share this post Link to post
Kaiser Posted October 9, 2011 Derpy statues http://i.imgur.com/gS6qR.jpg 0 Share this post Link to post
Gez Posted October 9, 2011 Cell said:I don't get it, but is that way of coloring sectors compatible with "ZDoom in Doom format"? To a rather limited extent. Using ACS in Doom format maps is hard; you'll have to either create a few predefined custom line types which you'll call through a map translator; or use a library. Alternatively, you might try to use FraggleScript; but that's probably not a good idea. If you go with the map translator route, the simplest is to make new line types directly for Sector_SetColor. Of course, if you were using UDMF instead, then you wouldn't have to create any sort of script at all; you could just directly set the colors as properties of the sector. 0 Share this post Link to post
Varis Alpha Posted October 9, 2011 Ultraboy94 said:Well, if you insist... You asked for it. http://i440.photobucket.com/albums/qq129/Ultraboy94/Screenshot_Doom_20111009_203702web.png Have the crappy title screen from the crappy TITLEMAP I made. Yeah, cue my being stoned out of this thread. okay, now i really am intrigued about this. i simply must test this. 0 Share this post Link to post
LigH Posted October 9, 2011 @ Katamori: Interesting sky, something like auroras in deeper space? 0 Share this post Link to post
jute Posted October 9, 2011 Kaiser said:Derpy statues http://i.imgur.com/gS6qR.jpg Are you making a Turok mod for Doom 64 EX? It looks lovely. 0 Share this post Link to post
Kaiser Posted October 9, 2011 jute said:Are you making a Turok mod for Doom 64 EX? It looks lovely. It started off as an experiment but now I am considering making a custom level with a 'aztec' theme. In this case it'll be using Turok textures. 0 Share this post Link to post
Spazman Posted October 10, 2011 http://fc08.deviantart.net/fs70/f/2011/271/7/c/eu_intermission_pic_art_by_thespazztikone-d4b7rsa.png A very quick sketch-up of an intermission map picture for a Doom Alpha project. The general layout is all there, following the Alpha area placement, and a little bit of my interpretation of the areas. I need help doing the pixel-art for it, if anyone's up for it. 0 Share this post Link to post
phobosdeimos1 Posted October 10, 2011 Spazztik: It looks really cool, I've been wondering if there's ways to convert drawings like that into spritey looking pixelated graphics, It would make drawing sprites so easy 0 Share this post Link to post
Master Bigode Posted October 10, 2011 phobosdeimos1 said:Spazztik: It looks really cool, I've been wondering if there's ways to convert drawings like that into spritey looking pixelated graphics, It would make drawing sprites so easy You can take a high-res scan, resize it to a lower resolution with a image editing program (disable the filters !) and then touch it up a bit. That's basically how most Doom sprites were made. 0 Share this post Link to post
Vordakk Posted October 10, 2011 Some pics from MAP01 of a 32-level DOOM2 megawad I just started working on. 0 Share this post Link to post
LigH Posted October 10, 2011 @ Vordakk: I like the gradual darkness in your images. Many try to implement a kind of "radiosity", but not always the result looks credible... 0 Share this post Link to post
Vordakk Posted October 10, 2011 LigH said:@ Vordakk: I like the gradual darkness in your images. Many try to implement a kind of "radiosity", but not always the result looks credible... Thanks, LigH! If you're still around in 2-3 years, you might get to play this megawad, because that's how slow I am at mapping. 2 levels down, 30 to go :( 0 Share this post Link to post
Varis Alpha Posted October 10, 2011 Ultraboy94 said:What he said. My wad has it's own story after the events in the fanfic. Cause making a wad on the actual events in it wouldn't be very playable, or interesting. For today (The one-year anniversary of MLP:FiM) I'll try and have what I've done with it so far uploaded by tonight. It won't be complete by any means, but it'll be a little something for the occasion. Halloween release? 0 Share this post Link to post
Katamori Posted October 10, 2011 LigH said:@ Katamori: Interesting sky, something like auroras in deeper space? Yes but I already replaced that with an usual space sky, because I got the aurora sky from SpaceDM-9, and essel wasn't happy because of this. 0 Share this post Link to post
Spazman Posted October 10, 2011 here is a great sum of the work I've done with the Doom RPG so far, mapwise. Over 80 of these suckers done (all shown, in segments), many more to go... http://fc00.deviantart.net/fs70/i/2011/283/d/7/a_collage_of_areas_by_thespazztikone-d4cejtv.png 0 Share this post Link to post
C30N9 Posted October 10, 2011 I haven't shown my interest on your project, but I was all the time. Keep it up TheSpazztikOne! 0 Share this post Link to post
phobosdeimos1 Posted October 10, 2011 A new WAD that will be finished by the end of the week, it's Boom Compatible Pallace Skorn: 0 Share this post Link to post