Dco16 Posted March 14, 2012 @Kaiser: I like the textures. They fit well with Doom64. Now, YET MORE CITY: http://imgur.com/RZKWO http://imgur.com/Y0Sw8 I'm thinking of ditching the fake pixelation on the billboard. It looks weird except when looking at it straight on: http://imgur.com/qOBE8 0 Share this post Link to post
negke Posted March 14, 2012 Nice. Reminds me that I haven't played a good city map in ages. Will have to look some up from idgames. The billboard looks kind of strange regardless of pixelation, out of place next to the game textures. Now, if you were to recreate the scene in Doom and use a screenshot of that.... 0 Share this post Link to post
Marcaek Posted March 14, 2012 That actually looks like a pretty good "realistic" city. 0 Share this post Link to post
The_MártonJános Posted March 15, 2012 Fiend, you're really keen on some sort of "Nightlife" :P 0 Share this post Link to post
Acid Posted March 15, 2012 Anyone want to guess what these babies do? :) annnnd here's another quick little spoiler on an upcoming weapon: 0 Share this post Link to post
Sporku Posted March 15, 2012 That is a deceptively poor angle for that screenshot Verstandlich... What have you got to hide?! Looks pretty impressive regardless. 0 Share this post Link to post
Kira Posted March 15, 2012 Nothing I guess, this is a wad from Eternal that got a Cacoward a few years ago AgentSpork ;-) 0 Share this post Link to post
Guest Posted March 15, 2012 BloodyAcid said:Anyone want to guess what these babies do? :) [images] ...because every weapon set should have rockets that heal monsters... Well they probably don't do that, but that is what they look like they do. Nice shading on the white/gray areas of the sprites anyway. 0 Share this post Link to post
Tormentor667 Posted March 15, 2012 K!r4 said:Nothing I guess, this is a wad from Eternal that got a Cacoward a few years ago AgentSpork ;-) Which one? O_O 0 Share this post Link to post
Marnetmar Posted March 15, 2012 Instead of trying to design an actual level with some kind of mapping rules, intended progression or real vision behind it, I've taken an approach of simply drawing whatever shapes my mind comes up with, and then lowing or raising floor/ceiling heights as I see fit. http://i.imgur.com/umn99.png http://i.imgur.com/mJh2U.jpg 0 Share this post Link to post
Acid Posted March 15, 2012 Marnetmar said:Instead of trying to design an actual level with some kind of mapping rules, intended progression or real vision behind it, I've taken an approach of simply drawing whatever shapes my mind comes up with, and then lowing or raising floor/ceiling heights as I see fit. http://i.imgur.com/umn99.png http://i.imgur.com/mJh2U.jpg Tried that, but didn't get too far with it. Ended up scrapping it because it simply made no sense to me afterwards. 0 Share this post Link to post
printz Posted March 15, 2012 BloodyAcid said:Tried that, but didn't get too far with it. Ended up scrapping it because it simply made no sense to me afterwards. You need to do it steadily. 0 Share this post Link to post
Kira Posted March 16, 2012 Tormentor667 said:Which one? O_O Gravity. Sorry for the delay I didn't see your post. 0 Share this post Link to post
Guest Posted March 16, 2012 Marnetmar said:Instead of trying to design an actual level with some kind of mapping rules, intended progression or real vision behind it, I've taken an approach of simply drawing whatever shapes my mind comes up with, and then lowing or raising floor/ceiling heights as I see fit. http://i.imgur.com/umn99.png http://i.imgur.com/mJh2U.jpg This sounds like such a great way to avoid making maps full of square rooms and rectangular hallways. I am gonna mess with this method for my D2TWID map submission. 0 Share this post Link to post
Snakes Posted March 16, 2012 Marnetmar said:Instead of trying to design an actual level with some kind of mapping rules, intended progression or real vision behind it, I've taken an approach of simply drawing whatever shapes my mind comes up with, and then lowing or raising floor/ceiling heights as I see fit. http://i.imgur.com/umn99.png http://i.imgur.com/mJh2U.jpg Usually I start with a theme and then draw random shapes until something cohesive is born. The result has been a lot of asymmetry and lack of visual redundancy. It's a great approach, if you ask me :P 0 Share this post Link to post
pavera Posted March 16, 2012 http://i45.photobucket.com/albums/f96/MannyKrispavera/Screenshot_Doom_20120316_115827.png http://i45.photobucket.com/albums/f96/MannyKrispavera/Screenshot_Doom_20120316_115818.png DB shot: http://i45.photobucket.com/albums/f96/MannyKrispavera/mapshot.jpg Ridiculously WIP layout I've been kicking around the past couple nights. Still not even sure how much I like it. Works in vanilla. 0 Share this post Link to post
Katamori Posted March 17, 2012 Pictures from a ZDaemon Survival WAD, LA-Spacestaion. These city levels are the most amazing one I've ever seen in Doom. Probably, the pictures don't make sense, but you can believe me: some of the levels in LA-Spacestation have great atmosphere. http://i.imgur.com/TKkgo.jpg http://i.imgur.com/2Z6JW.png http://i.imgur.com/ZwBH9.png 0 Share this post Link to post
Avoozl Posted March 17, 2012 BloodyAcid said:[IMAGE] [IMAGE] [IMAGE] [IMAGE] [IMAGE] [IMAGE] [IMAGE]I recently did a reskin of the rocket to look white with red stripes myself. :P 0 Share this post Link to post
Dragonsbrethren Posted March 17, 2012 rf` said:Medical rockets? Back in my day, we healed people by hitting them in a face with an axe rocket! 0 Share this post Link to post
printz Posted March 17, 2012 BloodyAcid said:Anyone want to guess what these babies do? :)Rockets for the Red Cross army? annnnd here's another quick little spoiler on an upcoming weapon: http://i.imgur.com/kbFBN.png Careful, that arm will appear cut off on wide-screen displays. 0 Share this post Link to post
Acid Posted March 18, 2012 printz said:Rockets for the Red Cross army? My decorate isn't up to par, so these sprites will be 100% feel-free-to-edit-it-yourselves type of thing.printz said:Careful, that arm will appear cut off on wide-screen displays. Ahh shit, widescreen problems. I only ever play 4:3, so widescreen modding was something I never picked up. 0 Share this post Link to post
FirebrandX Posted March 18, 2012 Doom 64 in widescreen (I play at 1920x1200) courtesy of Doom64 EX. 0 Share this post Link to post
Katamori Posted March 18, 2012 Work in progress, but I think I did it well already. 0 Share this post Link to post
Marnetmar Posted March 18, 2012 http://i.imgur.com/nIect.jpg Non vanilla stuff 0 Share this post Link to post
DeathevokatioN Posted March 18, 2012 FirebrandX that shot has a great atmosphere. :) 0 Share this post Link to post
FirebrandX Posted March 18, 2012 DeathevokatioN said:FirebrandX that shot has a great atmosphere. :) Yeah, Kaiser has done an excellent job so far on the EX version of Doom 64. I've been playing through the stages and the game-play feels spot-on as well as all the custom events that the Doom 64 TC could not imitate. I've been helping out on trying to get the music tracks properly executed as they are on the console. I'd say accuracy is about 90% on the music right now (some midi events not happening in exactly the same way). Anyway, a few of the stages are missing the sky box textures, but his next release will have that fixed from what I hear. 0 Share this post Link to post