Dutch Doomer Posted April 30, 2010 Messing around with the UAC Ultra textures, its just an test map. 0 Share this post Link to post
BilboHicks Posted April 30, 2010 Screen-shots taken with Fraps during a Boss Rush on Phobos Anomaly: related video here (taken whilst play-testing ScoreDoomST): http://www.youtube.com/watch?v=xz16lrGzpD8 (video quality is so-so, my first time converting from fraps->VDub->mp4->youtube) The other Fraps video I did focusing more on SDST's scoring: http://www.youtube.com/watch?v=OpJmrmKJPIE 0 Share this post Link to post
Malinku Posted April 30, 2010 That looks very nice DD but it seems wierd as the texture have clean feel to them 0 Share this post Link to post
Super Jamie Posted April 30, 2010 dutch devil said:Messing around with the UAC Ultra textures, its just an test map. http://i41.tinypic.com/9vcnt4.png Awesome :D Clever use of the lava borders on those skylights, looks very striking. 0 Share this post Link to post
ArmouredBlood Posted April 30, 2010 About an hour of work. Inspired by the main pyramid of teotihuacan and the monoliths of the necrons in WH40k. 0 Share this post Link to post
Dutch Doomer Posted April 30, 2010 Super Jamie said:Awesome :D Clever use of the lava borders on those skylights, looks very striking. Those are lava borders? I thought they were lights :p I couldn't find any other 64 unit sized borders besides this one. I think I will continue to work on the map. 0 Share this post Link to post
DeathevokatioN Posted April 30, 2010 Looks pretty good Dutch Devil, it also like you can strafe over those lights to reach the platform though. hehe 0 Share this post Link to post
Dutch Doomer Posted April 30, 2010 DeathevokatioN said:Looks pretty good Dutch Devil, it also like you can strafe over those lights to reach the platform though. hehe Eh damn, I didn't thought of that yet :p 0 Share this post Link to post
40oz Posted April 30, 2010 dutch devil said:Those are lava borders? Haha yes they are. They're used at the base of the crushers in MAP04, and again in MAP07 in what appears to be an overflowing container of lava. It's weird knowing that it's lava but it looks cool nonetheless. 0 Share this post Link to post
esselfortium Posted April 30, 2010 I like the usage of the lava borders, but I think I'd like it more if an edit was made to actually look like they were intended to be lights. Because, while the presence of the orange strip looks cool and adds some nice contrast to the ceiling area, it looks rather weird to me if you look at it closely at all. 0 Share this post Link to post
printz Posted April 30, 2010 What about uploading the UAC Ultra texture set to realm667? :D 0 Share this post Link to post
esselfortium Posted April 30, 2010 Someone will probably post them there eventually anyway, but I wouldn't doubt if the tendency for uninformed users to take resources from there and just credit Tormentor or "Realm667" instead of the actual author made Jon and Jamie a bit wary of it. Well, either that or they just haven't thought of it. 0 Share this post Link to post
kristus Posted April 30, 2010 esselfortium said:I like the usage of the lava borders, but I think I'd like it more if an edit was made to actually look like they were intended to be lights. Because, while the presence of the orange strip looks cool and adds some nice contrast to the ceiling area, it looks rather weird to me if you look at it closely at all. I like it like it in the shot. It tickles the imagination. Standardizing it would make it boring. 0 Share this post Link to post
DeathevokatioN Posted April 30, 2010 40oz said: UAC Ultra 2? :) The one with all the sharp points pointing towards the light in the centre. 0 Share this post Link to post
40oz Posted April 30, 2010 DeathevokatioN said:UAC Ultra 2? :) The one with all the sharp points pointing towards the light in the centre. That screenshot is from MAP11 of UAC Ultra. 0 Share this post Link to post
esselfortium Posted April 30, 2010 kristus said:I like it like it in the shot. It tickles the imagination. Standardizing it would make it boring. Yawn, no it wouldn't. 0 Share this post Link to post
printz Posted April 30, 2010 esselfortium said:Yawn, no it wouldn't. Depends how tolerant one is with randomly placed art, and how well they could go with it till the end really. Maybe that really IS lava, and is going to tear the reality and pour onto the monitor etc etc etc 0 Share this post Link to post
Super Jamie Posted May 2, 2010 printz said:What about uploading the UAC Ultra texture set to realm667? :D No need to :) 0 Share this post Link to post
Dutch Doomer Posted May 3, 2010 Added a few more rooms. Starting area. Small room overlooking the large lava pit. 0 Share this post Link to post
Guest Posted May 5, 2010 I think the UAC Ultra texture pack will get pretty widely used, as many of the textures work in so well with stock Doom 2 textures. I have been using a few in my project, and they just sit so well with existing architecture. And DD, looking good. AB, not sure what you are trying to do there, but I am curious to see the result. If I am judging the scale correctly, it must be huge. 0 Share this post Link to post
ArmouredBlood Posted May 5, 2010 A little progress, pic to show kyka the scale a little better ;) BTW there are 625 monsters so far. Only 50 are in the open, so similar measures will ensure the nuts-ish lag will (hopefully) be minimal. Unless you wake everything up at once ;P (not very likely ...). I think I'm going to move away from the grand-scaling architecture and back to map01/2 stuff, keep thinking I'm doing second-hand impressions of Insane_gazebo stuff ... and heh, this is like the 3rd pyramid I've made in 15 maps ** 0 Share this post Link to post
printz Posted May 5, 2010 The cityscape skybox looks conspicuous, I'm afraid. 0 Share this post Link to post
_bruce_ Posted May 5, 2010 Dutch and Armoured - well done. Looks interesting. 0 Share this post Link to post
ArmouredBlood Posted May 5, 2010 printz said:The cityscape skybox looks conspicuous, I'm afraid. yeah I didn't really work on it much. I intend(ed) to make it a lot darker and overcast somehow. 0 Share this post Link to post
Jodwin Posted May 6, 2010 Continuing work on my underground green tech base from last summer. 0 Share this post Link to post
Simon666 Posted May 6, 2010 Nice stuff Death, not too overdetailed, pretty screen! Some pics from my work in progress: http://img52.imageshack.us/i/screenshotdoom201005060.png/ http://img576.imageshack.us/i/screenshotdoom201005060.png/ http://img97.imageshack.us/i/screenshotdoom201005060.png/ 0 Share this post Link to post
Dutch Doomer Posted May 6, 2010 Damn cool shots in the last group of posts, inspiring stuff. Added another small section to my map, its an small part of an much larger outside area. Textures might change a little, the sky will be replaced sooner or later. I'm not really good with rocks, dunno where it will go. 0 Share this post Link to post
Fletcher` Posted May 6, 2010 more Descent2ish stuff. :D Obviously its not done yet. :> 0 Share this post Link to post