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Shanoa

Post your Doom picture! [post in Part 2 instead]

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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....

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Anyone want to guess what these babies do? :)









annnnd here's another quick little spoiler on an upcoming weapon:

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That is a deceptively poor angle for that screenshot Verstandlich... What have you got to hide?! Looks pretty impressive regardless.

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Nothing I guess, this is a wad from Eternal that got a Cacoward a few years ago AgentSpork ;-)

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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.

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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.

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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.

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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.

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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

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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

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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.

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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.

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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.

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